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MONSTER TALENTS

These talents were designed for the Creature Collection, but are listed here for free use! Design your own threatening enemies; give them higher Challenge Tiers and customized move-sets to make each encounter unique!

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Each enemy gets at least three Upgrade Points to spend, and is not recommended to have more than five UP.

Remember that each additional point past a total of three gives your enemy an additional 7HP.


Decimate your foes! Cull the weak! Command and conquer! 
... or, you know, lose to the heroes. Either-or.

TALENT EXPLANATION:

Talent's Name (Upgrade Point Cost) - [modifier save requirement, else ] effect [ description of talent effects ] [ duration ]

ONE-POINT TALENTS

• Agonizing Gaze (1) -
A player that makes a melee or ranged attack against this enemy has an agonizing gaze trained upon them, lowering their next attack roll result by -2. This effect stacks, up to five times.

• Alertness (1) -
This enemy is impossible to sneak up on; is unaffected by combat advantage.

• Animate Dead (1) -
This enemy can target fallen allies and raise them with (1d10)+5HP remaining. The ally can then resume its attacks, talents and auras as if it had never fallen. Once the enemy that raises the undead is reduced to 0HP, the risen dead collapse and are reduced to 0HP. One round cooldown.

• Aquatic Potency (1) -
This enemy is much stronger under the water than on land. When underwater, this enemy gains a +2 bonus to all rolls, and a -2 penalty to all rolls on land.

• Arcane Anomaly (1) -
This enemy sends out a shockwave of erupting arcane energy, damaging all players in melee range. Int-save DC 13 effect Intellect is lowered by -2 for one player phase.

• Awaken Minion (1) -
This enemy is capable of summoning two CT 1 level minions from skeletons or corpses on the playing field. Four round cooldown.

• Blade Flurry (1) -
This enemy makes several attacks to one target with bladed weaponry in a flurry of movement. Dex-save DC 16 effect player takes (1d4 + 1d2) damage. One round cooldown.

• Blasphemous Word (1) -
This enemy uses a scathing dark energy attack that goes against everything the Light stands for. Wis-save DC 10 effect all Light-based users are stunned for the next player phase. Two round cooldown.

• Blowgun Dart (1) -
Dex-save DC 13 to avoid; effect player is struck by a blow dart and either is put to sleep for a player phase or poisoned for 1 damage per round for 4 rounds; cure Wis-save DC 12.

• Body Shield (1) -
Affects grabbed targets. Dex-save DC 13 effect this enemy makes the grabbed target the victim of all intended and incoming attacks. Damage dealt to this enemy is instead dealt to the grabbed target. Effect ends at the end of this enemy phase; enemy must reroll at the beginning of the next enemy phase to attempt to use body shield again.

• BOOM! (1) -
This enemy is capable of throwing small explosives. Dex-save DC 8 effect projectiles attach to player and explode for 1d3 damage.

• Burn (1) -
When this enemy hits with a slam attack, the player must pass a Con-save DC 13. effect player catches fire and burns for 1 damage each round for 1d3 rounds, unless extinguished by a player action or another player’s action. One round cooldown.

• Carnage (1) -
This enemy gains a +2 bonus to its attack rolls if it is within melee range of one or more of its allies. Effect does not stack.

• Chameleon Skin (1) -
This enemy can blend in with its natural surroundings. Perception (Wis-save DC) 14 to spot during a player phase.

• Charm (1) -
This enemy is able to control the mind of a friendly pet or minion to serve it instead, turning all rolls that would be normally made with it as the target in mind instead against the players. Lasts one round, two round cooldown.

• Choke (1) -
Affects grabbed targets. Str-save DC 14 effect 1d3 damage dealt to the player, and they cannot attack during the following player phase.

• Chosen Foe (1) -
Once per event, an enemy can target a player it hits with an attack, suffusing it with an aura that beckons other enemies to strike at it in favor of others. Does not ignore taunt, but forces players’ actions as a default taunt to lesser CT enemies.

• Cinder Burst (1) -
Con-save DC 8 effect target player is blinded for one player phase, reducing all roll results for that phase by -10.

• Clamping Jaw (1) -
If an enemy starts a phase with a player grabbed in its jaws, it makes an attack against that grabbed player. Str-save DC 12 effect 1d4 damage; otherwise 1d6 damage is dealt.

• Claw (1) -
This enemy strikes out with massive claws. Dex-save DC 13 effect player takes double attack dice damage. One round cooldown.

• Climb (1) -
effect This enemy can scale non-oiled walls and ceilings. DC 12 to knock down the enemy during a player phase.

• Combat Advantage (1) -
This enemy’s physical attacks deal an extra 1d4 damage against any target it has combat advantage against.

• Corrosive Breath [Acid] (1) -
This enemy is able to unleash a stream of corrosive acid for 1d8 damage. Two round cooldown.

• Dark Sacrifice (1) -
This enemy chooses one of its minions to be sacrificed, either restoring (1d10)+5HP or empowering its attacks for 1d6 per roll for the remainder of the encounter or until the enemy reaches 0HP. Two round cooldown.

• Dark Step (1) -
An enemy moves into melee range of a player, gaining combat advantage (rolling twice and taking the higher of the two rolls’ results) as an attack.

• Darkvision (1) -
effect This enemy can see in the dark or in dim lighting without requiring outside assistance.

• Death Drinker (1) -
If a player is reduced to 0HP within melee range of this enemy, it gains +5 to its next roll result.

• Death Strike (1) -

Con-save DC 10 effect 1d6 damage; deals 1d8 damage to players that are already knocked prone or helpless (restrained, slowed, pinned, etc.); Two round cooldown.

• Deathfire Curse (1) -

Int-save DC 8 effect target player is cursed, dealing 1d4 damage to all allies in melee range when this enemy reaches 0HP. cure Wis-save DC +20. One round cooldown.

• Demonic Accuracy (1) -

When an enemy rolls between 2 and 7, they can reroll the attack and gain +5 to the roll total. Three round cooldown.

• Demonic Step (1) -

This enemy does not take any damage from hazardous terrain such as fel fire or magma.

• Doom Rattle (1) -

An enemy can make a terrifying noise, reducing all damage dealt during the next player phase by 1 damage, to a minimum of 1 damage dealt. One round cooldown.

• Double Attack (1) -

The enemy makes a standard attack; when rolling 15 or above, it strikes again for 1d3 damage. This second strike does not need to target the same target.

• Dragonbreath [Blue] (1) -

blue dragon’s breath is a freezing cone of ice which temporarily freezes solid anyone caught within the cone. effect player is frozen solid. Str-save DC 10 to break out of the ice, otherwise player is stunned for that round. Ice can be broken by other players with a Str-save DC of 8. Three round cooldown and one round charge (requires a telegraphed round to “breathe in”).

• Entangling Spit (1) -

Dex-save DC 8 effect the player is immobilized until the end of the next player phase.

• Evil Eye (1) -

This enemy targets a player and marks them for an attack. Dex-save DC 18 effect the player is marked. This player takes -1 to their Dexterity until the end of the encounter or until the enemy that marked them reaches 0HP. Only one player may be targeted at a time.

• Falchion Swipe (1) -

Dex-save DC 14 effect (1d4)+2 damage to all melee in a cone. One round cooldown.

• Fiery Swoop (1) -

This enemy divebombs from a staggering height to clip fiery wings against all players in a group or straight line, making a 1d4 attack against individual targets. Fiery Swoop user must already be in the air, or first use a phase to ascend high enough into the air to perform this attack (Fly).

• Flame Wave (1) -

All players in melee range are struck for 2 damage. Con-save DC 14 to avoid being knocked out of melee range. One round cooldown.

• Fly-by Attack (1) -

Requires the enemy to already be in the air; this enemy swoops down and attacks several targets at once for descending amounts of damage (1d6, 1d4, 1d2).

Frost Shield (1) -

This enemy gains a shield of resistance against all damage dealt by half, rounded up; this shield breaks after sustaining damage equal to half the enemy’s total HP. Once per event.

• Frozen Mind (1) -

This enemy is immune to fear effects and other effects that would hinder offensive spellcasting, such as attempts to interrupt.

• Hearty (1) -

The enemy gains an extra +2HP per Challenge Tier.

• Horrifying Visage (1) -

This enemy has a distinctly fear-inducing appearance that lowers all players’ Constitution ratings by 2 while the enemy is above 0HP.

• Ice Slam (1) -

The enemy generates a large block of ice to drop on its targets. Dex-save DC 12 to not be smashed by the block for 2 damage. Ice melts in two rounds. One round cooldown.

• Intimidate (1) -

Group DC of 5, no modifiers. effect causes all players’ roll results to drop by -1. This effect stacks up to three times; it resets to 0 if the entire group beats a DC of 5 without modifiers.

• Intimidating Presence (1) -

Players must make a Con-save DC 8 in order to roll an attack during the next player phase, otherwise they are stunned for the intended player phase.

• Ironhide (1) -

This enemy always takes 1 less damage from all sources, minimum 1 damage taken.

• Lesser Death Coil (1) -

This enemy sends out a shadowy bolt of energies to strike at a target. Deals 1d4 damage.

• Lightning Bolt (1) -

This enemy is able to strike out with lightning bolts called down from the heavens, dealing (1d3)+2 damage to 1d2+1 targeted players.

• Lightning Whip (1) -

An enemy can lash out with a crackling whip formed out of pure lightning. Dex-save DC 14 effect the whip strikes at a target for 1d4 damage and drags them into melee range. Two round cooldown.

• Listen (1) -

This enemy gains a +5 bonus to detecting Stealthed/sneaking players.

• Move Silently (1) -

This enemy can move around in stealth; Perception (Wis-save DC) DC 18 to spot.

• Obfuscating Mist (1) -

The enemy creates a large wave of mist that obscures the battlefield. Perception (Wis-save DC) 12 effect all active participants take a -5 penalty to their roll results for three rounds. Five round cooldown.

• Poison (1) -

Con-save DC 11. frequency 1/round for 3 rounds; effect -1 damage in addition to attack; cure Con-save DC 11 or one healing effect (traditional or magical).

• Poison Breath (1) -

Con-save DC 12 effect all players in range are poisoned for 1d2 damage per round for two rounds. Three round cooldown.

• Psychic Lure (1) -

Con-save DC 8 effect 1d3 damage, and player is pulled into the melee range of the attacker. One round cooldown.

• Rain of Fire (1) -

This enemy caster summons a rain of fire down upon a group of targets. Dex-save DC 12 to avoid; effect players are burned for 1d3 damage for 2 rounds. Two round cooldown.

• Rake (1) -
This enemy is able to drag claws against targeted players for (1d4)+2 damage. One round cooldown.

• Relentless Opportunist (1) -

If this enemy strikes with an attack of opportunity (making the first strike in battle), it can make another attack against a player in the same phase for 1d3 damage.

• Resistance to Cold (1) -

This enemy takes half damage from frost-oriented attacks.

• Resistance to Fire (1) -

This enemy takes half damage from fire-oriented attacks.

• Riposte (1) -

Attack rolls of 13 or less against this enemy cause the player to take 1 point of damage.

• Rising Burst (1) -

This enemy sprays dirt and rock into the air when it emerges from under the ground. Dex-save DC 13 effect player takes 1d3 damage and is blinded for the new player phase, lowering roll results by -10. Requires the enemy to be underground during the previous phase.

• Rock Throwing (1) -

This enemy is able to pick up and hurl boulders and rocks with little to no effort - a rudimentary form of earth-bending shamanism, nothing based on brute force. User can hurl large boulders for (1d6)+4 damage. One round cooldown.

• Savage Howl (1) -

This enemy and its allies gain a +2 bonus to all attack rolls for one round. Three round cooldown.

• Second Wind (1) -

This enemy is able to spend a phase recuperating; not rolling to attack, but instead rolling to recover (1d10)+5HP. Requires enemy to be currently out of reach of players; either underground, underwater or in the air.

• Sense Motive (1) -

This enemy has a higher than normal DC to bluff or convince.

• Shroud of Steel (1) -

This enemy makes two attacks for 1d3 each, utilizing their weapons to parry all incoming attacks for the following player phase. Lasts for one round. Two round cooldown.

• Siphon Life (1) -

This enemy siphons the life force from its target to rejuvenate itself, dealing 1d6 damage and healing themselves for the same amount. One round cooldown.

• Skirmish (1) -

If striking more than three allies with an attack, this enemy deals an additional 1d3 damage to all struck targets.

• Sleep (1) -

Con-save DC 13 effect player is put to sleep for one round. Con-save DC 10 or another player using their action to wake up the afflicted player. Waking up a player takes up a player phase’s turn. Two round cooldown.

• Slime Burst (1) -

This enemy is made out of or is capable of summoning globs of disgusting slime. Con-save DC 11 effect player is rooted in place and poisoned for 1d2 damage per round for 2 rounds. One round cooldown.

• Smoldering Fist (1) -

Dex-save DC 8 effect target player takes 3 damage and an ongoing 1 damage for 3 rounds. Two round cooldown.

• Snatch (1) -

This enemy is able to pick up and drop players from a great height (2d4 damage after 1 round; removes the player from the playing field for 1 round, untargetable for healing rolls and saves); stuns for a round when the player lands. Two round cooldown.

• Stalker’s Quarry (1) -

This enemy knows exactly where their selected target is at all times and will stop at nothing to defeat them. This enemy ignores taunt checks. Dex-save DC 5 effect this enemy deals an additional 1d3 damage to chosen targets. Selecting a target has a two round cooldown.

• Stasis Trap (1) -

This enemy is able to throw traps, either mechanical or demonic in nature, to trap players. Dex-save DC 10 for Mechanical and Dex-save DC 12 for Demonic effect player is trapped and must be freed by another player at the cost of their player phase’s action. One round cooldown.

• Stomp (1) -

Dex-save DC 15 effect player is stomped on with heavy footfalls for (1d3)+3 damage. One round cooldown.

• Stone-Shaping (1) -

This enemy can shape existing pieces of stone into any rough shape, including varying types of weaponry (clubs, spears, swords, etc.); rock-eating / rock-shifting creatures can use this talent to heal for 1d8 health. Three round cooldown when invoked.

• Stunning Screech (1) -

This enemy lets out a deafening screech, disorienting players and stunning them for one player phase. Con-save DC 12 to resist. Three round cooldown.

• Survival (1) -

This enemy receives a bonus of +2 to their attack roll results when they are below half health.

• Tail Bludgeon (1) -

Deals 1d6 damage. Dex-save DC 11 effect player is knocked backwards out of melee range of this enemy. Two round cooldown.

• Tail Sweep (1) -

This enemy strikes out with an elongated or prehensile tail, dealing (1d2)+(CT) to each target in its melee range. One round cooldown.

• Tempest Orb (1) -

Int-save DC 13 effect player is electrocuted for 1d3 damage and is stunned for the next player phase. Wis-save DC 10 player’s stun effect is removed by an assisting player at the cost of their own phase action.

• Thorn Burst (1) -

This enemy is capable of sending out bursts of thorns in a wide array of damage, hitting all players. Dex-save DC 13 effect 1d4 damage; pass inflicts half the damage intended.

• Undying Armor (1) -

Enemy has armor or a personal aura of undeath that disrupts spellcasting; crowd control effects such as freezing, slowing or snaring through spellcasts are rendered ineffective.

• Undying Burst (1) -

Con-save DC 18 effect 1d5 damage, regardless of range to enemy. This enemy gains +1 to its next roll total for all players struck with Undying Burst. Three round cooldown.

• Unearthly Grace (1) -

This enemy is able to add a bonus of +3 to its physical rolls as a makeshift Dexterity modifier.

• Ursine Crush (1) -

This enemy grabs a targeted player and performs a crushing bear embrace attack for (1d4)+2 damage. One round cooldown.

• War Dance (1) -

The enemy performs a terrifying war dance, increasing the fervor and attack of all its allies by +3 to their roll results for three phases. Three round cooldown.

• Ward (1) -

A ward of protection encompasses this enemy for as long as the DM designates to have it active (power source, outside aid, group of powered enemies, plot item equipped, etc.) - while this enemy is within melee distance of this ward, it takes half damage from all attacks, rounded up.

• Wave of Fatigue (1) -

This enemy sends out a wave of necrotic energy that lessens all player Constitution by -2. Four round cooldown; the effect does not stack.

• Wild Empathy (1) -

This enemy is able to call on lesser creatures to aid them in battle, summoning lesser creatures to assist; creatures must be CT 1 or lesser. Three round cooldown.

TWO-POINT TALENTS

• Purge Magic (2) -

This enemy is able to dispel magical buffs on a player as a full-turn action. Two round cooldown.

• Abolish Magic (2) -

This enemy is able to remove any DOT effects incurred by player attacks. Requires one enemy phase to perform; enemy cannot act otherwise.

• Alarming Alacrity (2) -

This enemy gains an extra action which must be used before the end of the current enemy phase. This can be an extra damage roll or another talent action. Four round cooldown.

• Battle Frenzy (2) -

While this enemy is below half health, it always deals the next tier up in damage dice dealt instead of what has actually been rolled. If roll result is greater than the highest tier of damage, add +2 damage to the final roll total.

• Bellowing Blast (2) -

This enemy blares out skull-cracking shockwaves of sound that painfully reverberate through players’ armor. Con-save DC 12 effect player takes 1d4 damage, 1d6 if wearing metal armor. One round cooldown.

• BIG BOOM! (2) -

The enemy is capable of throwing larger explosives. Dex-save DC 13 effect projectiles attach to several players and explode for 1d6 damage to each player. Individually roll for damage dealt to each player. Max of four targets. Two round cooldown.

• Bloodthirsty Bite (2) -

(1d8)+2 damage dealt, and the target is grabbed, taking an ongoing -1 damage until Str-/Dex-save DC 12 or freed by another player’s Str-/Dex-save DC 10. Enemy regains all damage dealt during this channeling as HP. Three round cooldown after the effect is broken.

• Bone Scythe (2) -

The enemy forms a scythe made of sweeping bone to swing at all targets. Dex-save DC 17 effect player is struck for 1d2 damage on the initial swing outwards, then 1d4 damage on the backswing. One round cooldown.

• Bull-Rush (2) -

The enemy chooses a singular target to focus on, whether alone or in a group, and charges forward to attack that target; (1d6)+2 damage to the target, (1d3)+1 to anyone in the path of or in the way of that target. Stuns the enemy for one enemy phase when the attack lands. Two round cooldown.

• Cannibalize (2) -

This enemy is able to devour the corpses of friend and foe alike to regain health. effect restores (1d10)+3 HP per body consumed. Requires one enemy phase to complete, and health is restored on the following enemy phase; cannibalize can be interrupted by Str-save DC 17 during the following player phase. Three round cooldown.

• Choke Dart (2) -

Dex-save DC 16 effect This enemy has the ability to lash out with projectiles to wrap around the throats of spellcasters and magically-oriented healers, silencing them for the next player phase. Two round cooldown.

• Cleave (2) -

This enemy can strike out with a long-reaching cleaving attack, dealing (1d10)+10 damage to all players in melee range, spread evenly. Dex-save DC 12 to avoid damage dealt. Two round cooldown.

• Consume Tree (2) -

As a full-turn action, this enemy can consume a nearby tree or other greenery to regain half their HP. Usable once per event.

• Create Runes (2) -

This enemy is able to create runestones to be offensively used. Rune families include fire, frost, storm and healing. Fire runes can be used as projectiles for fireballs, dealing 1d4 damage; frost runes can freeze players in place for one phase (Dex-save DC 14 effect player is frozen as if afflicted by Frost Touch); storm runes can strike multiple players at once for 1d3; and healing runes heal this enemy for (1d3)+(CT). Any family of runes can only be called on once every three phases.

• Crush (2) -

This enemy picks up a player and crushes them in an iron grip for ascending damage per round (1d2, 1d4, 1d6) unless broken by a Str-save DC 12. While pinned, the player can only make a 1d3 roll to attack the enemy. Lasts up to 3 rounds. Four round cooldown; counter starts after first use, rather than end of effect.

• Death Pact (2) -

This enemy makes a death pact with one of its minions; as long as the minion is alive, this enemy can continue attacking as if it were alive, even when it reaches 0HP. Three round cooldown.

• Disorienting Poison (2) -

This enemy carries or can disperse poisons that can cause sickening nausea. Con-save DC 14 effect 1d3 damage dealt to the player along with missing the next player phase due to uncontrolled vomiting. Two round cooldown.

• Dominate (2) -

Wis-save DC 13 effect player’s pets or minions are mind-controlled by the enemy, turning on the player, ignoring all commands during the player phase and dealing 1d4 damage to the player during the next enemy phase. Effect fades after this enemy phase. Two round cooldown.

• Dragonbreath [Black] (2) -

This enemy spits flaming balls of magma in a cone of destruction for 2d4; three round cooldown with a one-round charge (requires a telegraphed round to ‘breathe in’).

• Dragonbreath [Blue] (1) -

A blue dragon’s breath is a freezing cone of ice which temporarily freezes solid anyone caught within the cone. effect player is frozen solid. Str-save DC 10 to break out of the ice, otherwise player is stunned for that round. Ice can be broken by other players with a Str-save DC of 8. Three round cooldown and one round charge (requires a telegraphed round to “breathe in”).

• Dragonbreath [Bronze] (2) -

This enemy blasts superheated sand that inflicts 2d4 damage to anyone caught within it; three round cooldown with a one-round charge (requires a telegraphed round to ‘breathe in’).

• Dragonbreath [Green] (2) -

A green dragon breathes a cone of poisonous emerald-tinted acidic gas - dealing (1d4)+2 damage. Melee targets caught in the cone take an additional 1 damage per round for 2 rounds. Three round cooldown and one round charge (requires a telegraphed round to “breathe in”).

• Dragonbreath [Red] (2) -

The caster blows out a line of fire for 2d4; Con-save DC 14 to not take damage. Three round cooldown and one round charge (requires a telegraphed round to “breathe in”).

• Earth Furrow (2) -

This enemy burrows underground, then makes a 1d3 attack; effect - that strikes all players while it travels beneath the surface of the terrain. Requires one phase to burrow beneath the terrain. Dex-save DC 13 to avoid.

• Effect Transfer (2) -

Con-save DC 16 effect when this enemy suffers an attack that results in a status change such as poison, stun, or sleep, the effect instead applies to the targeted player.

• Fiendish Focus (2) -

Con-save DC 14 effect the player takes a penalty to all saves for AOE and DOT damage, and fails any attempt to cure a DOT effect until the afflicting enemy reaches 0HP.

• Flurry of Blows (2) -

This enemy can strike one target for a flurry of attacks, ascending in damage dealt. (1d2, 1d4, 1d6) Two round cooldown.

• Fly (2) - This enemy can launch themselves into the air in preparation for attacks and to avoid melee attacks. Susceptible to magic casts and projectiles. It takes one phase for an enemy to launch themselves upwards; Str-, Int- or Dex-save DC 18 to knock the enemy down.

• Frost-Touch (2) -

This enemy targets a single player and attempts to freeze them solid for the next player phase; Dex-save DC 14 effect player is frozen solid for the next player phase. Ice melts after the player phase has passed. Two round cooldown.

• Frostfire Pillar (2) -

This enemy transforms into an immense pillar of white-hot flame with a frozen core. Players within melee range of this enemy take 2d4 damage; this enemy is immune to all damage dealt until the start of its next phase, when the fire burns out. Four round cooldown.

• Grab (2) -

Dex-save DC 13 effect target is grabbed and pinned into place by the enemy. Deals 1 damage for each round the target is grabbed, in addition to any other attacks and talents the enemy may use. Stacks with other attacks.

• Grasping Thornshield (2) -

This enemy is surrounded by sharpened thorns that root them into the ground, providing a barrier of half the enemy’s HP and disallows them to be knocked prone. Melee attackers take 1 damage per attack as long as the barrier is in place. Once per event.

• Greater Death Coil (2) -

This enemy sends out a shadowy bolt of energies to strike at a target. Deals 1d6 damage effect Con-save DC 12 to not run in fear for one player phase. One round cooldown.

• Ground Pound (2) -

This enemy lands from a high distance on top of a designated group of targets, dealing (1d10)+10 damage evenly spread among them. Dex-save DC 14 effect: targeted players are stunned for the next round following the attack. Four round cooldown; Ground Pound user must already be in the air, or first use a phase to ascend high enough into the air to perform this attack (Fly).

• Hail Storm (2) -

This enemy summons a massive storm of ice chunks to rain down upon its targets. Players in the area are struck for (1d6)+2 damage, Dex-save DC 15 for half damage. Two round cooldown.

• Heroism (2) -

All enemies on the field receive a +5 bonus to their roll results. Lasts three rounds. Usable once per event. After this effect is over, all affected enemies on the field receive a -2 penalty to their roll results as exhaustion.

• Ice Javelin (2) -

This enemy hurls a javelin of sharpened ice at its target. Dex-save DC 14 effect player is speared to the ground by the javelin, stunning them for two rounds; Str-save DC 12 to break free of the ice, removing the stun. Three round cooldown.

• Immolating Strike (2) -

Enemy rolls out of 20 to strike a single target; 1-19, this attack deals (1d6)+3 damage; nat20, this attack deals (1d8)+4. One round CD.

• Immolation (2) -

This enemy is permanently surrounded by flames. All players within melee range of this enemy take 1d3 fire damage each round they remain in melee range of this enemy. Con-save DC 12 negates this damage.

• Impaling Volley (2) -

This enemy makes two ranged attacks against players out of melee range for 1d4 damage per attack. They temporarily lose any weapons they might be holding, and will need to retrieve them during the next enemy phase to recover them and utilize them in their basic attack rolls, otherwise they are reduced to a 1d2 unarmed roll for damage dealt. (This can be paired with any type of bull rush or charge for maximum effectiveness.)

• Lightning Strike (2) -

Deals (1d3)+2 damage to all players in melee range of the targeted player. Con-save DC 11 effect target is dazed until the end of the next player phase, lessening all roll results by -10. Two round cooldown.

• Mantid Dance (2) -

Until the end of the next enemy phase, this enemy and its allies gain a +4 to all roll results.

• Master Sapper (2) -

The enemy is capable of dismantling and destroying any mechanical device such as traps or engineering devices used in combat against it. Anyone attempting to make such a roll against an enemy must roll an additional d20 to not have device destroyed/rendered unusable; DC depends on current health of enemy. Greater than half health: Int-save DC 10. less than half health: Int-save DC 5.

• Maul (2) -

Dex-save DC 13 effect 2d4 damage and slows the player, lessening their Dexterity by 1. Against an already-slowed target, Maul deals an additional 1d3 damage. The slow effect and Dexterity Penalty do not stack.

• Merciless Slam (2) -

Dex-save DC 16 effect 1d4 damage; if the player has less than half of their HP remaining after damage is dealt, this attack hits again. Four round cooldown.

• Mirror Image (2) -

This enemy caster summons mirror images of themselves that deal an additional 1d3 damage to their targets; mirror images always have half of the current health of the enemy. Wis-save DC 10 per attack attempt to see through and attack the ‘original’. Wis-save DC must be rolled first. One round cooldown.

• Necrotizing Touch (2) -

Con-save DC 20. effect deals 1d6 damage and gives a -2 penalty to all rolls for 2 player phases. Five round cooldown.

• Parry (2) -

Attack rolls of 13 or less deal no damage to this enemy.

• Petrifying Gaze (2)-

Con-save DC 13; effect player is turned to stone for two rounds. remove: Str-save DC 16. Other players cannot assist with cleansing petrification or they risk breaking off parts of the petrified player. Two round cooldown.

• Pilfer (2) -

The enemy is able to (temporarily) steal any item that a player has equipped. This does not apply to weapon enchants, unless enemy takes the entire weapon; player is then reduced to rolling 1d2 unequipped damage without modifiers in lieu of their normal attack rolls. Three round cooldown.

• Raging Frenzy (2) -

When a player near an enemy reaches 0HP, this enemy gains +2 to all roll results until the end of the encounter. This effect stacks.

• Rain of Spines (2) -

This enemy can fling spines form its body that ignite as they fling through the air. Dex-save DC 14 effect player is struck for (1d6)+2 damage. Two round cooldown.

• Regeneration (2) -

This enemy is able to grow back limbs and heal otherwise devastating damage dealt to it. This enemy also has a passive +2HP healed per round without assistance that persists until it reaches 0HP.

• Revive (2) -

This enemy is able to bring back to life with half health allies that haven’t been completely decimated. Usable once per event.

• Shocking Grasp (2) -

The enemy picks up and pins a target for one round, dealing 2d4 damage and electrocuting any targets in melee range for an additional 1d4 damage. Three round cooldown.

• Soul Mantle (2) -

A mantle of inflamed soul energy protects this enemy, giving them a shield equivalent to half their health and +4 to all roll results while it’s active and until it’s dispersed. Once per event.

• Soulscorch (2) -

Con-save DC 14 effect (1d4)+2 damage, and the player is knocked backwards out of melee range, taking 1 damage each round for three rounds as a burn; cure traditional or magical healing roll of 15. Two round cooldown.

• Spectral Form (2) -

This enemy assumes a spectral form, rendering itself invulnerable to physical attacks such as melee or non-spellcast-based ranged damage. Lasts for two enemy phases; four round cooldown with one enemy phased used to assume the form. Enemy cannot attack while they have a spectral form.

• Spell Blight (2) -

Spells cast against this target have a 50% chance of failing. Before rolling to attack with a spell, a player must roll 1d2; if the result is 1, it succeeds, and they can roll to attack; if the result is 2, it fails, and their turn is ended.

• Spell-Turning (2) -

All spellcasts against this enemy have a chance to rebound against its target and hit the caster, instead; Int-save DC 8 to not have spells backfire and hit the player for full damage instead.

• Staggering Palm (2) -

The enemy performs a crushing blow with an unarmed open-palmed strike, dealing (1d8)+2 damage to a single target and lowering their Dexterity by -2 for three rounds. Five round cooldown.

• Storm Burst (2) -

All players in melee range of this enemy are trapped within a lightning storm. Dex-save DC 14 effect take 1d4 damage per enemy phase. This ability is channeled for three rounds and can be interrupted by taking a total of one quarter of its maximum health in damage. Four round cooldown.

• Storm of Blades (2) -

Summons a storm of swords to rain down upon all targets on the field; does not discriminate from friendly fire. Deals 1d4 damage to all targets, rolling once for each target on the playing field. Players can roll a dex-save DC 17 to avoid damage. Swords dissolve into dust in the following round. Two round cooldown.

• Summon Duplicate (2) -

The enemy can summon a duplicate of itself that has half its current health, rounded down; the duplicate always deals half the damage this enemy deals during this enemy phase, rounded up. One enemy can have no more than two duplicates on the field at any time during combat. Three round cooldown to summon one duplicate. Duplicates can be absorbed for half of their remaining HP to heal this enemy, rounded down.

• Swallow (2) -

An enemy attempts to swallow a player that has less than half its HP remaining. Str-save DC 14 effect player is swallowed whole by this enemy, dealing 1d2 damage dealt every phase it remains in this enemy’s body. The player must make Str-save DC 12 to escape this enemy’s gullet during a player phase. if this enemy dies, a player can use their phase to escape this enemy’s gullet.

• Swarm (2) -

A cluster of like-minded enemies attack one player for 1d3 damage dealt per like-minded enemy attacking the player; effective when utilized in groups of enemies represented by one marker. One round cooldown.

• Tactical Teleportation (2) -

This enemy can freely teleport itself and up to two other of its allies out of melee range instead of making an attack or healing roll. One round cooldown.

• Terrify (2) -

Wis-save DC 16 to not be sent into a frenzied panic for 1d2 rounds. Player rolls for rounds panicking after failing the Wis-save DC. Three round cooldown.

• Terrifying Strike (2) -

Str-save DC 14 effect 1d8 damage to a living creature target. (1d4 damage to non living creatures). Three round cooldown.

• Thorn Aura (2) -

Melee attackers take half the damage they deal, rounded up. Lasts until enemy reaches 0HP.

• Trample (2) -

The enemy stampedes forward to crush all players in its path; Dex-save DC 13 effect charges towards a single player and deals (1d8)+2 damage to them, hitting every player on the way for 1d6 damage. The targeted enemy is stunned after landing on its target. Three round cooldown.

• Tranquility (2) -

effect This enemy can heal surrounding enemies for +2HP per round for 5 rounds; cancel concentration is broken if user is dealt (1d6+10) damage from the starting point of the casting.

• Triumphant Surge (2) -

This enemy gains +5HP every time it reduces a player to 0HP.

• Unarmed Strike (2) -

This enemy strikes out for one heavily unarmed blow that can either catastrophically damage a player or miss entirely (1-15 miss. 16-20+ = [1d8]+5 damage.) Two round cooldown.

• Unwilling Explosive (2) -

This enemy targets one challenge tier or lower enemy. It can be commanded to sacrifice themselves, exploding for ( 1d[CT] )+10 spread evenly among all players. One round cooldown.

• Voodoo Doll (2) -

This enemy is able to create a voodoo doll of a chosen enemy after successfully striking them (looting a personal object from them, such as hair) - mimicking half of the damage dealt to the enemy to the player represented by the doll. The doll has as much health as its target and is only destroyed once the player reaches 0hp or the magic of the doll is dispelled (Int- or Wis-save DC 14, must be holding the doll). Two round cooldown.

• Web (2) -

Dex-save DC 11. effect player is entangled, forcing a -2 penalty to all rolls. remove Str-save DC 11 or one player phase using a sharp object to cut the webbing; others may perform this removal.

• Whipping Tentacles (2) -

An enemy lashes out with undulating tentacles to strike at its targets. 3d2 damage to selected targets; cannot target more than 3 players at once. One round cooldown.

• Whirlwind Charge (2) -

This enemy charges a player and deals (1d5)+2 damage with a greatsword or other similarly-sized weapon, deflecting all incoming melee attacks during the next player phase. Three round cooldown. Requires enemy to have a weapon equipped.

• Withering Ray (2) -

Con-save DC 15 effect strikes for 1d4 damage and lowers targeted player’s Constitution by amount of damage dealt for three consecutive phases. Six round cooldown.

• Wizening Beam (2) -

2d3 damage is dealt. Dex-save DC 15 effect player appears elderly until the end of their next phase; Constitution, Strength, Intellect, and Dexterity are all lowered by 2, but Wisdom is increased by 4 until the effect ends.

• Wounded Fireburst (2) -

When this enemy reaches 0HP, it explodes for (1d8)+4 damage, striking all players with a rain of white-hot debris. Dex-save DC 12 to avoid damage.

THREE-POINT (BOSS) TALENTS

• Alexstrasza's Lament (3) -

The caster blows out a cone of white-hot fire for 3d4 to all targets; Con-save DC 15 to not have health lost from players instead transferred to caster. Usable once per event; requires one telegraphed round to cast.

• Aura of Obedience (3) -

Any enemy on the playing field under the command of this character reduces damage taken by 2, and receives a +5 to their attack rolls. If the commanding enemy is slain, all enemies on the field lose both benefits.

• Berserk (3) -

This enemy is able to trigger a berserk when reduced to half health, able to double its damage roll result on successful attacks. A player may stop a berserking enemy with a Dex- or Int-save DC of 14. Stopping the berserk puts this ability on a Two round cooldown, after which it resumes.

• Chains of Flame (3) -

Envelops the player in chains of choking flames, dealing 1d3 damage every round until they are broken. Str-/Dex-save DC 15 to break, either by the entangled player or another player. Attempts take up player phases. Players can only be affected by one set of chains at a time.

• Confusion Beam (3) -

Wis-save DC 18 effect this enemy is able to send out a dizzying array of energies that causes the targeted player to then target a friendly player and deal 1d4 damage at the beginning of the next player phase, in place of them attacking this enemy. This mind-control effect fades at the end of the player’s phase.

• Crushing Despair (3) - 

During each player phase, in addition to their attempts, movements or rolls, the player must roll and beat a mounting Con-save DC to not lower players’ maximum health by -1 per player phase. The DC grows with each turn, starting at 10 and increasing by 1 each round, and not lowering until the enemy is brought to 0HP.

• Disintegrating Blast (3) -

Dex-save DC 18. This enemy is able to beam out a ray of energies that can potentially destroy armor and weaponry. Deals (1d6)+3 damage and lowers Constitution by -2 until the end of the encounter. Usable once per event.

• Greater Heal (3) -

This enemy heals itself for all damage dealt to it during the previous round. Three round cooldown.

• Malygos’ Anguish (3) -

A blue dragon’s breath is a freezing cone of ice which also temporarily spell locks any casters caught within the cone. effect Str-save DC 12 to break out of the ice, otherwise player is stunned for that round; if not frozen, Int-save DC 14, otherwise caster cannot use their Intellect modifier next phase.

• Morbid Gaze (3) -

This enemy targets a singular player; Con-save DC 19 effect the player is reduced to 1HP and cannot be healed for the following player phase. Usable once per event.

• Neltharion’s Rage (3) -

This enemy spits several flaming balls of magma in a cone of destruction for 2d6; four round cooldown with one-round charge (requires a telegraphed round to ‘breathe in’).

• Nozdormu’s Bargain (3) -

The enemy blasts superheated sand that inflicts 3d4 damage to anyone caught within it; Constitution, Strength, Intellect, and Dexterity are all lowered by 2, but Wisdom is increased by 4. Usable once per event. Stat reduction lasts two rounds. One round charge (requires a telegraphed round to “breathe in”)

• Shroud of Death (3) -

At the beginning of this enemy phase, all undead enemies are healed for 3 HP and all living creatures take 1 damage. Damage of 18+ dealt by the Holy Light to the enemy ends this effect for the next enemy phase. This enemy can restore the aura as an action in lieu of rolling to attack.

• Skewer (3) -

Dex-save DC 15 effect this enemy stabs their weapon through the chosen player, dealing (1d8)+3 damage and pinning them in place. While pinning a player, this enemy cannot use their weapon to attack, reducing their rolls to a 1d4 unarmed roll. Retrieving the weapon unpins the player, freeing them for the next player phase.

• Spores of Madness (3) -

This enemy lets out spores that take root deep in the players’ minds, forcing them to see friend as foe if not fought off. Wis-save DC 12 effect player attacks a fellow player instead of this enemy for the total damage intended for the enemy. Players must roll wis-save DCs before rolling for attack. Effect disperses after three rounds or after enemy caster reaches 0HP. One round cooldown.

• Vampiric Aura (3) -

This enemy has an aura it can focus on itself, gaining HP for successful damage dealt to players from attacks and talents. The HP gained cannot be greater than the enemy’s highest basic attack damage dealt; so a CT 5 enemy cannot gain more than 7HP in one round.

• Ysera’s Vengeance (3) -

A green dragon breathes a cone of poisonous emerald-tinted (acidic) gas - dealing (1d6)+4 damage and subsequently 2 acidic damage to all players for 3 rounds unless healed. While affected by this DoT, players must pass a Con-save DC 12 or fall asleep. Four round cooldown, one round charge (requires a telegraphed round to “breathe in”).

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