U

uruzrune

3525
Splat!

When crit, does its remaining HP in damage to all adjacent creatures, half on a DC 10 DEX save. Then, the Mutant dies.

Boiling Blood.

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

M545
Fortification.

Increases the armor of each adjacent Dwarven ally by 1 step (None, Medium, Heavy).

Can Interpose.
Choose one.
  • Hack and Slash.1d6+6 (x2).
  • Shield Bash.2d6+8.

    On damage: Push 2 spaces. On crit: Dazed and Prone.

Lvl 1 dwarf

520
Choose one.
  • 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

M520
Fotification.

Increases the armor of each adjacent Dwarven ally by 1 step (None, Medium, Heavy).

Can Interpose.
  • 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.

535
Metallicity.

Zap! damage done to targets wearing or made of metal has an increased crit range (5-6).

Choose one.
  • 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

M2528
Foul Tempered.

(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.

Splat!

When crit, does its remaining HP in damage to all adjacent creatures, half on a DC 10 DEX save. Then, the Mutant dies.

Boiling Blood.

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!

Choose one.
  • Blargh!

    (1 use) 4d4+4 (Cone 4) necrotic, DC 11 DEX save for half.

  • Thump.2d4+2

    On crit: Blargh! recharges.

Splat!

When crit, does its remaining HP in damage to all adjacent creatures, half on a DC 10 DEX save. Then, the Mutant dies.

Boiling Blood.

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

381
  • Claws!1d4

    (Follows minion rules.) On 12 or more damage from group: Poisoned. (Magical healing ends.)