uruzrune
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 5 dwarf
Increases the armor of each adjacent Dwarven ally by 1 step (None, Medium, Heavy).
- •Hack and Slash.1d6+6 (x2).
- •Shield Bash.2d6+8.
On damage: Push 2 spaces. On crit: Dazed and Prone.
Lvl 1 dwarf
- •Crossbow.2d6+6.
(Range 8)
- •Mace.1d6+2.
Bolters prefer to group up behind Defenders, and will only use their Mace when cornered.
Lvl 1 dwarf
Increases the armor of each adjacent Dwarven ally by 1 step (None, Medium, Heavy).
- Shield Bash.1d6+2.
On damage: Push 1 space. On crit: Push 1 space and Dazed.
Defenders protect Bolters and Metalmongers at all costs, including during retreats.
Lvl 4 dwarf
Zap! damage done to targets wearing or made of metal has an increased crit range (5-6).
- •Zap!1d6+6. (Range 8)
On crit: Zap! the nearest target up to 4 spaces away that has not been zapped this turn.
- •Give Me Your Metal!(Range 4)
(Metallic mail or plate only) DC 12 STR save or Restrained until the end of their next turn, or Incapacitated if already Restrained.
Metalmongers sometimes end up zapping their Defenders. Oops.
Lvl 2 large bug
(1/combat) When Bloodied: Make a DC 12 Influence check to enrage. Until no longer Bloodied, on its turn it attacks the nearest creature.
- Pinch!2d8+4.
Dwarves use Giant Beetles as draft animals and can be processed into a number of commodities. They prefer to eat moss and fungus.
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.)