Fluxscar Mutants
Fluxscar mutants only know hatred. They have no strategy and no higher intelligence. They are, effectively, "fast zombies", and they fight to the death.
Lvl 2 large
Fluxscar MutantWhen crit, does its remaining HP in damage to all adjacent creatures, half on a DC 10 DEX save. Then, the Mutant dies.
Starting turn at 5 HP or less: The Mutant does not move or take an action. At the beginning of its next turn, Mutant's HP resets to maximum and then goes Splat!
- Hamfist!2d4+12.
On crit: Prone. On miss: Clod becomes Prone.
Lvl 1
Fluxscar MutantWhen crit, does its remaining HP in damage to all adjacent creatures, half on a DC 10 DEX save. Then, the Mutant dies.
Starting turn at 5 HP or less: The Mutant does not move or take an action. At the beginning of its next turn, Mutant's HP resets to maximum and then goes Splat!
- •Blargh!
(1 use) 4d4+4 (Cone 4) necrotic, DC 11 DEX save for half.
- •Thump.2d4+2
On crit: Blargh! recharges.
Lvl 1/2
Fluxscar MutantWhen crit, does its remaining HP in damage to all adjacent creatures, half on a DC 10 DEX save. Then, the Mutant dies.
Starting turn at 5 HP or less: The Mutant does not move or take an action. At the beginning of its next turn, Mutant's HP resets to maximum and then goes Splat!
- Claws!1d4+3 (x2).
On damage (both hit): Poisoned. (Magical healing ends.)
Lvl 1/2 mutant
- Claws!1d4
(Follows minion rules.) On 12 or more damage from group: Poisoned. (Magical healing ends.)