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jameshorn

Level 5 Solo
M150
STR++
Brutal.

Treat the highest die rolled as the Primary Die. On Crit Knock Prone

Frightened.

(Disadvantage on rolls when the source of fear is nearby, speed halved when moving closer to it.)

After each hero's turn, Choose one.
  • Savage Screech.

    (1 Use) All Enemies within reach 12 Suffer 3d6 damage (ignoring armor) DC 12 WIL save or become Frightened for 1 Round

  • Rend and Tear.

    Attack for 3d6+14 damage

  • Swift Strike.

    Move 8. Attack for 3d6+3 damage

BLOODIED:

50 HP, The Bat Beast is blooded, its Savage Screech Recharges, And its attacks do d10s instead of d6s

LAST STAND:

The Bat Beast turns back into Vicky

Level 4 Solo
M125
STR+ WIL+
Sunflare Parry.

(1/turn) Deal 1d10 Radiant damage whenever you are hit, the attack is reduced by this amount.

Blood Bent.

Dazed. Cannot Defend. Damage ends.

After each hero’s turn, summon 1 Knight minion (d6) within 8 spaces, then choose 1:
  • Sunrise Cut.

    Deal 3d6+3 Damage. Your target is considered Bloodied for 1 Round. Fly 8 before or after attacking

  • Blood Bend.

    If no creature is Blood Bent, Blood Bend a target on a failed DC 12 WIL save (w/Disadvantage if Bloodied)

  • Beckon & Bite.

    Move a Blood Bent creature adjacent to you and bite them: 3d6+14 damage

BLOODIED:

At 95 HP, Gain Decoy, Whenever Lion would take damage, instead swap places with a Minion, 1/Round

LAST STAND:

Lion is dying, 40 more damage and he dies. until then, his Sunflare deals Damage and his Minions roll d12s instead of d6s