Lvl 3 Minion
D6 MinionsDamage in excess of 6 spills over to Minions also in reach or minions in the line of fire (for ranged attacks).
- •Stab.
1d6 Reach 1
- •Shoot.
1d6 Range 8
Lvl 6
While the mimic remains motionless, they are indistinguishable from an ordinary object.
- •Pseudopod (Reach 2).1d8+5
Bludgeoning. If the target is a Large or smaller creature, they are Grappled, DC13 STR to escape.
- •Gnashing Maw (Reach 1).1d8+5
If the target is grappled, the attack instead does 2d8+10 damage.
- •Envelope.
While grappling a creature the mimic can shapeshift to envelope them. An enveloped creature is no longer grappled, but they can’t breathe, are blinded, and restrained, have total cover against attacks and other effects outside the mimic, and take 5d8 acid damage at the start of each of the mimic’s turns. When the mimic moves, the enveloped creature moves with them. Action: DC13 STR Escape.
Lvl 4
When the scoundrel has advantage on a weapon attack roll, the attack deals an extra 2d4 damage on a hit.
- •Rapier Reach 1.1d8+2
On damage the Scoundrel can make a Dagger attack against the same target with advantage.
- •Dagger Reach 1/Range 4.1d4+2
3d4+2 if with advantage.
Level 6 Solo Mage
Enemies within Reach 1 of Sir Generro at the start of their turn take 4 lightning damage.
- •Arcane Blast, Reach 2.
Move 1 and do 2d6+4 lightning damage to 1 target.
- •Unleashed Lightning, Reach 2.
(2 Use) A enemy in range if hit takes 3d8+12 lightning damage. If another enemy is within Reach 2 of that hit enemy they are hit as well, if another is within Reach 2 of that enemy, they are also hit. Continue to chain until no un-hit enemies are within Reach 2 of the last hit enemy.
- -- This attack cannot CRIT‼️.
- -- On a miss Sir Generro takes 3d8 Lightning Damage and gains the Smoldering Condition.
- •Lightning Step.
Teleport 6. Creatures within Reach 1 of your starting location take 1d4 lightning damage.
At 85HP Sir Generro Lightning Step damage increases to 3d4.
Gain 60HP. Unleashed Lightning 1 uses, can move 2 spaces before casting, instead of d8s roll d12.