Merrymen
Robin Hood's merry band, this poor creatures are enchanted by Robin Hood's fey magic, they will plunder, party and loot at its master's whims. If they don't act as they should in the sick play that Robin Hood have in his mind, they are replaced. When you hear in the forest bad music, run for your life.
Lvl 1/4 humanoid
Charmed by Robin Hood, it can try to resist it (DC 15) if someone else charms it or if it received more than 25 HP damage.
- Stab.1d8
(follows minion rules).
Lvl 3 elf
Charmed by Robin Hood, it can try to resist it (DC 15) if someone else charms it or if it received more than 25 HP damage.
- •Goodbye friend.
Teleport up to 12 spaces to a visible place
- •Bullseye.2d8+6
Range 12
- •Volley.1d8+4
Attack up to 3 creatures in 12 spaces range
Lvl 4 large ogre
Charmed by Robin Hood, it can try to resist it (DC 15) if someone else charms it or if it received more than 25 HP damage.
Attacks also Daze the target
- •Aggressive.
Run its movement to the nearest Enemy
- •Bonk.2d10+9
Mace Attack
No one touches my best friend Robin
Lvl 4 large construct
When it hits 0 HP, it explodes in a radius of 6 spaces doing 2d20+9 Fire damage
Attacks also knockback a number of spaces equal to the primary die rolled.
- •Slam.2d12+7
Run 8 spaces and slam against the first enemy
- •Sucker Punch.2d20+9
- •Join the Merry Men.
One Hero of you choice up to 12 spaces make a 12 WIL DC, on a fail they are on your control. Can make the save once per round and can only have one Hero controlled
- •Dissonant Whispers.
2d8+6 attack, ignores armor and forces to make a 12 WIL DC or be dazed 1 round.
- •Headshot.
Teleport up to 12 spaces and make a (Range 12) longbow attack (2d12+10)
At 60 HP, Dissonant Whispers make 2d12+6 damage
Robin Hood is dying! 40 more damage and he dies. Until then, He can focus up to two Heroes with the Join the Merry Men ability
Nothing more dangerous than a bored Fey Lord with a lot of time
Lvl 3 nilbog
Attacks that would hit Will Stutely instead miss, attacks that would miss, hit instead
- Neener Neener!
Reaction, when a hero's attack misses a Goblin or when a hero could opportunity attack a Goblin, but doesn't: Deal 4 psychic damage.