SS | Albion3 Forgotten Statblocks
Shadow of Death
Aura - Units in this aura gain the Zombie ability to reincarnate with a CON save vs death damage.
Shadow of Malice
Aura - Units in this aura gain 4d6 Sneak damage.
Shadow of Pride
Aura -- Units in this aura gain the Reckless Attack ability and Resistance to Fear and Intimidation effects.
Shadow of Savagery
Aura - Enemy units in this aura have a 18-20 Crit Threat and their critical strikes deal an extra 1d4 Slashing damage.
Glorious Song of the Moon
16 str (+3), 18 dex (+4), 14 con (+2), 14 int (+2), 18 wis (+4), 18 cha (+4)
30ft movement (can travel Dimensional Rifts)
Cosmic Shell - When the Song of the Moon resists a spell or effect, it absorbs that spell or effect and can use it as an effect on Impulse Continuity.
Attacks -
Dreaming Continuity - For every Dimensional Rift within 120ft, the Song of the Moon conducts a beam attack to those rifts, provoking DC 15 DEX save vs 3d12+2 Temporary Damage.
Impulse Continuity - DC 15 CHA save, melee range. Converts Temporary Damage into Standard Damage.
Aristocrat
4 str (-3), 14 dex (+2), 14 con (+2), 20 int (+5), 14 wis (+2), 16 cha (+3)
30ft movement/120ft blink
15ft Truesight
Attacks -
Dimensional Lance - 30ft range, DEX save vs 14 for 2d6+2 Piercing damage. Requires Dimensional Rift.
Abilities -
Dimensional Rift - Transforms into a Dimensional Rift. As a rift, the cat is immune to Physical and Resistant to Magical damage, but can only move 15ft. Other cats may use rifts to travel freely between one another.
Primordial Colorless
12 str (+1), 2 dex (-4), 20 con (+5), 2 int (-4), 10 wis, 10 cha
Immune to physical.
Attacks -
Congeal - DC 15 CON save vs Paralysis until end of next turn.
Soul Theft - WIS save vs 15 on Paralysis targets for Possession. Each successive failure deals 2d10+2 Maximum Health damage.
Colorless Forgotten
2 str (-4), 14 dex (+2), 18 con (+4), 4 int (-3), 12 wis (+1), 10 cha (+1d4)
Primal Forgotten - Colorless Forgotten are immune to Low Function damage.
Colorless - Colorless Forgotten are invisible except to creatures within 10ft of them.
10ft movement.
Attacks -
Ingest Colors - Melee. DC 11 INT save vs 6d8 Psychic Damage and 1 stack of Fatigue. Gains properties of the unit or entity it ingested, if applicable.
Savage Gazellebear
20 str (+5), 12 dex (+1), 16 con (+3), 6 int (-2), 12 wis (+1), 14 cha (+2)
Beast, Berserk, Fearless
The Gazellebear has Reckless Attack.
Attacks -
Reckless Rampage - +7 to hit, 4d8+5 Piercing damage + STR 16 save vs 20ft drag/push effect.
Claw - +5 to hit, 3d6+5 Slashing damage.
Bite - +7 to hit, 2d12+5 Bludgeoning damage.
Craven Forgotten
6 str (-2), 14 dex (+2), 6 con (-2), 12 int (+1), 8 wis (-1), 12 cha (+1)
Forgotten, Undead
Attacks -
Claws - 2x +4 to hit, 1d4+2 slashing + Bleed effect, which deals a stacking 1d8 damage at the end of the unit's next turns unless healed or mended with a Action.
Feast - May use on a Prone unit. +4 to hit, 6d8+2 Necrotic damage.
Pale Forgotten
14 str (+2), 10 dex, 18 con (+4), 8 int (-1), 12 wis (+1), 14 cha (+2)
Forgotten, Undead, Necrotic Resistant
Pale Forgotten - The Pale Forgotten takes damage from healing effects. When the Pale Forgotten would receive damage that would destroy it, it makes a CON save versus the damage in DC, unless the damage was a Heal or Radiant damage. If successful, the Pale Forgotten survives with 1 hp.
The Pale Forgotten may move between corpses of living units as part of its movement.
Attacks -
The Pale Forgotten makes a Melee Attack and a Gaze attack.
Death Strike - +5 to hit - Unit makes a DC 16 WIS save. Upon failure, unit takes 2d20+4 Temporary damage.
Pale Grim Gaze - 15ft - Unit makes a DC 15 CON save vs 3d10+2 Temporary Necrotic damage. If transformed, the damage is permanent and is converted into health which may be distributed to a Forgotten of the attacker's choice within 15ft other than a Pale forgotten.
Store the last damage dealt in Blue Bar.
Abilities -
Unliving Dream - All Craven Forgotten within 30ft are revived with 2d12+4 health.
Corpse Explosion - Detonates a nearby corpse. Units caught in the explosion make a DC 15 CON save vs transforming all Temporary damage into Permanent damage and 2d12+4 damage.
Detonate Craven - Same as above, but detonates a Craven instead.
Cursed Degenerate
18 str (+4), 12 dex (+1), 14 con (+2), 6 int (-2), 14 wis (+2), 14 cha (+2)
Forgotten, Beast, Living Curse, 40ft movement, ignores rough terrain.
Red Sickness - The Cursed Degenerate loses 2d20 hp at the beginning of every turn, and transforms into a Forgotten Degenerate when destroyed.
Attacks -
The Cursed Degenerate makes a Jaw or Light and a Rake attack.
Jaw Grapple - +8 to hit, 4d6+4 Piercing damage. Grapple contest vs +8
Cursed Light - Vs grappled target, DC 17 CHA save vs Red Sickness stack 1 and 7d4+2 Necrotic damage.
Rake - 2x +4, 3d6+1 Slashing damage.
Forgotten Degenerate (Undead T-Rex)
18 str (+4), 12 dex (+1), 14 con (+2), 6 int (-2), 14 wis (+2), 14 cha (+2)
Forgotten, Beast, Living Curse, 40ft movement, ignores rough terrain.
Red Sickness - The Forgotten Degenerate gains 2d20+2 hp at the beginning of every turn.
Consuming Aura - Units within 30ft of the Forgotten Degenerate make a DC 14 CON save at the beginning of their turns, or suffer 4d4+2 Necrotic damage, which is restored to the Forgotten Degenerate.
Attacks -
Violet Crucible - Attempt to grapple enemy. +8 contest. Restrains unit inside caster when successful. The caster can hold up to 4 Medium units.
Crush - STR save vs 15 for 8d6 (Bludgeoning) on Restrained units.
Unsung Assassin
16 str (+3), 22 dex (+6), 14 con (+2), 10 int, 16 wis (+3), 16 cha (+3)
Deflect Missiles - 1d10+10
(attack 20/40ft 1d6+6)
Ki 4/4 (1 per attack bonus)
Wall running/40ft movement
Attacks -
Fists 2x - +10 to hit, 2d4+6
> Sneak 3d6
> STR check vs 14 vs knock to prone
> CON check vs 14 for Winded (Silence) until end of next turn
> Thunder Palm - WIS save vs 14 for 6d6 Thunder damage.
Unsung Lancer
18 str (+4), 18 dex (+4), 14 con (+2), 12 int (+1), 14 wis (+2), 16 cha (+3)
Saves - +8 dex, +8 str
Flanking Bonus - If an ally opposes the Lancer within melee range of an enemy, the Lancer gains Advantage on attacks.
Shield Defense - Halves dex save damage. Grant Dex advantage if using Phalanx in the direction of the effect.
Attacks -
Lance - 10ft Reach, 2x +8 to hit, 1d10+4
Abilities
Phalanx - Lancers can assume a phalanx formation and advance as a group in a direction, forcing Disadvantage on any enemies using melee or ranged in their direction and increasing their AC by 3. Requires 3 or more Lancers. Furthermore, they provide full cover for any unit immediately behind them.
Unsung Saber (Str)
22 str (+6), 16 dex (+3), 18 con (+4), 10 int, 14 wis (+2), 14 cha (+2)
Saves - +8 con, +10 str
Power Attack - -5 to hit, +10 damage
Attacks -
Hollowed Bastard Sword - +10 to hit, 4d6+6
Bonus Action - Punch, +10 to hit, 2d4+6, STR save vs 15, pushes target 15ft in a direction of the Saber's choosing.
Unsung Ruler
18 str (+4), 16 dex (+3), 22 con (+6), 18 int (+4), 16 wis (+3), 18 cha (+4)
Ruler - Resistance to Physical.
Synpatic Spotter - Can Spot for other Forgotten and has Truesight up to 60ft.
Attacks -
Bastard Sword - +8 to hit, 2d10+4 x2
> Shield - Shove to Prone - +8 contest
Abilities -
Deflecting Shield - The Ruler throws out its shield (losing 2 AC) up to 15ft away and creates a wall of energy that absorbs hostile spells and ranged attacks. The shield has 60 HP and 15 AC. The Ruler may recall his shield if it is destroyed or as a bonus action.
Statecraft Aura - Adds +3 to all saves of creatures within the Ruler's aura and imposes Disadvantage on enemy stealth actions. Plus, reveals enemies whom are invisible so long as they stand within the aura. Allies are also healed for 1d8+4 at the beginning of the Ruler's turns.
Unsung Caster
12 str (+1), 14 dex (+2), 14 con (+2), 18 int (+4), 16 wis (+3), 20 cha (+5)
Saves - CON +6, CHA +8
Staff Wack - +4 to hit, 1d8+1
Spells -
Fire Bolt - 120ft, +8 to hit, 2d10
Fireball - Recharge 3 rounds - DC 16 DEX save 20ft 120ft range, 8d6
Bless Fire - Blesses ally in 60ft with Fire, enabling them to deal an extra 4d6 Fire damage on hit. Concentration.
Shield - 2/2
Misty Step - 1/1
Unsung Archer
16 str (+3), 20 dex (+5), 14 con (+2), 14 int (+2), 16 wis (+3), 16 cha (+3)
Sharpshooter - 300/600ft range, Power Attack
Multiattack Defense - +4 AC vs multiattack
Agile Defense - Halves DEX save damage, avoids successful saves
Attacks -
Greatarrow - +9 to hit, 2d12+5 + DC 15 STR save for Knock to Prone, x1
Unsung Saber (Dex)
14 str (+2), 18 dex (+4), 16 con (+3), 10 int, 16 wis (+3), 16 cha (+3)
Saves - +8 con, +10 str
Power Attack - -5 to hit, +10 damage
Attacks -
Mythril Greatsword - +8 to hit, 2d6+4 x2
Superiority Dice - 1d8, Saves STR
> Precision
> Disarm (Vs save of 15)
> Distracting (Advantage to next attack + d8 to damage)
> Shove (Vs save of 15) to 10ft.
Unsung Berserker
22 str (+6), 16 dex (+3), 22 con (+6), 12 int (+1), 18 wis (+4), 18 cha (+4)
40ft movement
Berserk - Immune to mind-effecting spells.
Savage Critical - Critical attacks deal triple damage.
Bloodbath - Physical attacks deal double damage to the berserk, but each source of damage grants the Berserker +1 Extra Attack.
Attacks -
Savage Talon - 2x +10 to hit, 1d12+6
Unsung Avenger
18 str (+4), 18 dex (+4), 20 con (+5), 14 int (+2), 18 wis (+4), 20 cha (+5)
Forgotten, Aberration
40ft walk/20ft misty step
Avenger - Resistant to magic, gains 1x extra attack for every Unsung that dies within 120ft.
Attacks -
Great Scimitar - 4x +8 to hit, 4d6+4
Mjiarneveg
24 str (+7), 14 dex (+2), 20 con (+5), 18 int (+4), 20 wis (+5), 22 cha (+6)
Saves - STR +11, WIS +8
30ft movement
Legendary Actions - Oath/Aura
Legendary Saves - 3/3
Attacks -
Adamantium Greatsword - +11 to hit, 6d8+7 + stacking 1d6 Life Steal.
> Earthshattering Smite - 3/3 - DEX save vs 17 90ft linetrace vs 5d10 Piercing and knockdown.
Chain Anchor - Bonus - 60/120ft +11 ranged. Grapple (+11 contest) vs yanking unit to caster and knocks to prone. 3d12+7 Bludgeoning damage.
Abilities -
Angorian Aura - Mjiarneveg produces an aura up to 15ft. Units in this aura gain + 1d4 for Saves and Damage.
Conquering Aura - Mjiarneveg produces an aura up to 15ft. Units in this aura gain Extra Attack.
Oath of the Red Sun - Marks a target in 15ft. If that unit tries to physically leave Mjiarneveg's aura, that unit must succeed on a DC 17 WIS save or be unable to and take 7d6 Force damage. Attacks against units other than Mjiarneveg while under this effect have Disadvantage.
Oath of the Hunt Lord - Marks a unit within 60ft. That unit is now the source for Mjiarneveg's aura.
Aspect of Faith
18 str (+4), 10 dex (), 18 con (+4), 16 int (+3), 22 wis (+6), 24 cha (+7)
Saves - WIS +9, CHA +10
Legendary Resistance - 2/2
Forgotten, Primal
Lunacy Barrier - The Aspect of Faith can split damage inflicted upon her to spires while the Crimson Clock is active.
Attacks -
Transient Gaze - 60ft - DC 16 WIS save vs Paralysis. The unit may re-attempt the saves at the end of its following turns. Each consecutive failed save incurs a stacking 2d8 Psychic damage.
Cradle of Thorns - 4x +10 to hit, 1d6+7 30/60ft +20ft length linetrace beams, roll for individual targets. The beams have two movement patterns - one, which is not active damage, and another which is active damage. Thus, the beams can shoot behind cover.
Spells -
Grand Silver Waltz - Consumes 6 pillars or cats (upon forced transition conditions) to conjure a phantom of Stasi comprised of Moonsilver.
> As a bonus action, Faith can Possess or Detach from the Phantom at will. Faith can act on Lair turn during possession.
Faithful Insight - Grants an ally 1d8 Bardic Dice.
Lair Actions -
On the Lair turn, Faith may choose one of the following actions.
Conjure Spires - Conjure 2 Spires of the Aspect's choosing.
Mark Colorless - Marks a unit for the beacon for the Colorless Forgotten.
Harmonius Song - Until the next turn, all units gain +1d6 to Saves.
Faith Song - Until the next turn, all units gain +1d6 to Damage.
Clock
Lair Initiative - When the lair initiative is reached, a new Forgotten is given the clock's blessing (cycling 1 to 4, see blue bars). Afterwards, Dreamless Forgotten whom are deceased revive. If the clock is destroyed, all Forgotten are blessed. During this state, their legendary actions are shared.
Health Link - Dreamless Forgotten share a health pool, but only the Blessed Forgotten can receive damage.
Dreamless Forgotten (Melee)
20 str (+5), 16 dex (+3), 20 con (+5), 14 int (+2), 16 wis (+3), 18 cha (+4)
Forgotten, Mythical Beast
Saves - CON +7, CHA +6
Clock Buff - 2x attack, Legendary Actions, Regenerates 4d12+5 hp at start of turns
Legendary Actions - 3/round - Attack, Call
Adaptive Flesh - Every consecutive attack per low-function damage type against the Dreamless Forgotten deals 3 less damage, stacking. Resets on beginning of Forgotten's next turns.
Attacks -
Cleave - 15 dex save 15ft cleave
<10 - 10d6+3 Slashing damage
11-15 - 6d6+3 Slashing damage
Catching Claw - +7 to hit, STR save vs 17, pulls target 15ft in any direction, 3d8+5 damage.
Abilities -
Call to Blood - Units within 30ft (60ft in Clock Buff) make a DC 15 (17) CHA save vs 1 turn of Haste and taking 4d6+5 damage for every individual action or per 5ft movement they make during that turn.
Dreadful Call - Calls to unit in 30(60)ft, invoking WIS save vs 15 (17). Unit gains 15-20 Crit threat until the end of its next turn, but when it makes a Critical Strike, it deals half that critical strike's damage to itself.
Dreamless Forgotten (Teleporter)
14 str (+2), 12 dex (+1), 16 con (+3), 14 int (+2), 18 wis (+5), 16 cha (+3)
Saves - CON +6, CHA +6
Clock Buff - 2x attack, Legendary Actions, WIS displacement components
Legendary Actions - 2/round - Attack, Spell
Attacks -
1d8 collision damage.
Psychic Gore - 20ft CHA save vs 15 (17) for 1d10+5 Force damage And WIS save vs 17 for Knock 20ft in any direction.
Spells -
Psychic Vault - Teleport ally in 120ft up to 30ft. Under buff, can teleport two allies.
Cognitive Lapse - Under buff, the Dreamless Forgotten can Lapse, granting 1d4+1 extra actions.
Dreamless Forgotten (Aura master)
14 str (+2), 16 dex (+3), 14 con (+2), 18 int (+4), 14 wis (+2), 18 cha (+4)
Forgotten, Mythical Beast
Saves - WIS +5, CHA +7
Clock Buff - 2x attack, Legendary Actions, Enhanced Spells
Legendary Actions - 2/round - Attack, Spell
Saurian Aura - The Dreamless Forgotten provokes a DC 15 (17) con save vs units in 60(120)ft of it at the start of its every turn, dealing a stacking 1d10 Temporary Fire Damage each tick.
Attacks -
Solar Flare - +7, 3d6+3, 90(180)ft. Sets unit on fire, dealing 1d6 stacking fire damage at the end of the unit's every turn unless an action is spent to put it out.
Abilities -
Saurian Flare - DC 15 (17) CHA save vs target in 30ft. Temporary Damage becomes Standard Damage. When buffed, Inflicts Fire Vulnerability for 1 minute.
Dreamless Forgotten (Warclock)
18 str (+4), 14 dex (+2), 18 con (+4), 16 int (+3), 16 wis (+3), 16 cha (+3)
Forgotten, Mythical Beast
Saves - INT +6, WIS +6
Clock Buff - 2x attack, Legendary Actions, Spell Mantle (Advantage vs Magic), Recharges each spell one charge per turn.
Legendary Actions - 3/round - Attack, Spell
Attacks -
Bite - +7 to hit, 1d10+4 Piercing + INT save vs 16 for Magic Vulnerability for 1 minute or until buff is procced.
Spells -
Spell Slot Type A - 2/2
Fire Blast - - 30(60 when buffed)ft range, 15ft DC 15 (17) DEX save vs 5d6 (7d6) Fire damage.
Slow - 60(120)ft range, vs 2(4) targets, DC 15 (17) WIS save.
Spell Slot Type B - 3/3
Synapse Lance - DC 15 (17) INT save vs Disadvantage vs Int Saves for 1 minute (saving at end of each turn) and 3d6 extra Psychic damage when failing a mental save. Afflicts 1 (3) targets.
Orb of Fire - Creates an Orb of Fire. Fire damage will detonate the orb and provoke a DC 15 (17) DEX save in 15ft for 6d6 Fire damage.
Cantrip
Slag Bolt - +7 to hit 120ft, 2d8 Ice damage + Slow until end of next turn.
Electric Flame - +7 to hit (Advantage vs metal), 2d8+1d12 Electric/fire.
Savage Pale Griffin
16 str (+3), 18 dex (+4), 14 con (+2), 14 int (+2), 16 wis (+3), 12 cha (+1)
Forgotten, Pale, Beast
Resistant to Necrotic
70ft movement
Flyby - The griffin avoids attacks of opportunity.
Attacks -
The Griffin dives or uses its two talons.
Dive - +6 to hit, 3d8+3, STR 14 save vs knock to prone
Talons - x2 +6 to hit, 2d6+4, Grapple contest vs +7, restrains unit in talon
Abilities -
Feast - The Griffin feeds on Forgotten remnants or living creature remnants and gains +1 Extra attack and +1d12+2 healing.
Black Wind - Encompasses a nearby Forgotten in 20ft with shadows. That forgotten gains +2 AC and Magic Resistance, but loses 1d12+2 health at the end of every turn, which is fed to the Griffin.
Grand Silver Stasi
20 str (+5), 12 dex (+1), 20 con (+5), 12 int (+1), 12 wis (+1), 16 cha (+3)
Saves - WIS +7, CHA +10
40ft movement
Legendary Saves - 2/2 (Carried over from Aspect)
Legendary Actions - Attack x1, Move 20ft.
Lunacy Complex - At the end of every turn, Silver Stasi summons a Lunacy Complex. For every Lunacy Complex active, every opposing unit rolls +1d8-1d8 on all D20's and +1d20-1d20 on all damage rolls. For Stasi, this effect is doubled.
Attacks -
2x attack, 1d8 collision damage.
18-20 crit threat, 4d6 Sneak damage, +2d6 Crit Damage, Death Resistance (CON save vs damage). Regenerates 20 hp at the start of every turn.
Psychic Mallet - +8 to hit, 3d8+5+1d8 (Radiant), STR save vs 15 for 30ft knockback. Knocks to prone.
Psychic Grapple - 30/60ft, +8 to hit, 2d12+31d8 (Radiant), WIS save vs 15 for 30ft pull. Knocks to prone.
Smites -
3/3
Harvest - Caster of buffs on unit makes DC 16 INT save or buffs are stolen. 4d12 Temporary Damage.
Stunning Smite - DC 16 CON save vs Stun until end of next turn.
Spells -
Break - CHA save vs 17 for unit in 15ft. Temporary Damage activates into Standard Damage, and shreds 4 ac for 1 minute.
Nightmare - WIS save vs 16 for all units in 120ft for Frightened. When a unit is attacked by GSS and is Frightened, the damage restores GSS' health.
Fis
14 str (+4), 20 dex (+5), 16 con (+3), 24 int (+7), 24 wis (+7), 22 cha (+6)
Saves - CHA +9, WIS +10, CON +6
40ft movement, misty step 2/2
Darkvision 90ft
Stealth 2d20d1+9
Deception 2d20d1+10
Concentration - 2d20d1+3
Forgotten, Mythical Beast
Legendary Actions - 3/3 - Prism Eye Abilities
Red Waltz - For every stack of exhaustion a creature possesses within 60ft of Fis, Fis gains Extra Attack.
Quantum Mirror - Reaction (3 charges a round)- When an attack is directed to Fis, Fis can use its reaction to instigate a DC 16 INT save, or reflects the attack to a unit within 5ft (melee) or 15ft (ranged) other than Fis. Requires a target. Requires sight of the attacker and new target.
Attacks -
Dimensional Talon - +9 to hit vs target in 15ft. Attacks target and target within 90ft if successfully hits first target. Deals 5d8+2d10+5 Temporary Force Damage. WIS save vs 18. Swaps locations of units freely that failed the save and Fis to within 5ft of the last location of a previous target or Fis.
Savage Fang - +9 to hit. Deals 4d6+5 Piercing damage. Activates Temporary Damage.
Apex Hunter > DC 18 CHA save vs applicable target (5ft and asleep or Surprised). Disadvantage if asleep. Restrains until end of Fis's turn. Enables Dreamkiller.
Dreamkiller - +9 to hit on applicable targets. Deals 8d8+2d12+5 High Function Force damage and inflicts 3 ranks of exhaustion. The exhaustion fades if Fis is more than 120ft from the target for 1 hour.
Abilities -
Invisibility - 2/2 - The caster becomes invisible. The effect fails when it attacks or casts a spell.
Attenuate - Bonus Action - Assume the form of a creature in memory or in sight. While in this creature's form, Fis can perform actions and abilities it has seen them perform, but only within Fis' attributes, types and proficiencies, and not Cosmic or Legendary specific actions. Concentration (But doesn't compete with spells).
Prism Eye Abilities -
Used as Bonus Actions or Legendary Actions.
The Prism Eye requires Fis being able to see.
Dreaming Affinity - Bonus - DC 16 CHA save for unit that can see Fis in 60ft. Until the beginning of Fis' next turn, it can attempt to redirect hostile direct spell saves to that unit with another 16 CHA save so long as it remains in LOS (as well as the caster).
Iridescent Light - Legendary - Casts a light in a cone up to 90ft away until the end of Fis' next turn. The cone instigates Concentration saves and reveals invisible or hidden units as well as suppresses magical debuffs and buffs in its effect. Concentration.
Projection - Bonus/Legendary - Fis casts the near perfect illusion of a creature or object up to 120ft away. A DC 18 Intelligence check will reveal it to be an illusion. The illusion can cast spells or abilities if it is based on Affluence.
Concept Epoch Fis
30 str (+10), 16 dex (+3), 24 con (+7), 22 int (+6), 20 wis (+5), 22 cha (+6)
Forgotten, Dragon
Resists Necrotic, Fire, Piercing
Truesight 30ft
Saves - WIS +8, CHA +10
Tandem Variability - When Epoch Fis makes consecutive saves in the same stats per round, each saves loses +1 modifier. Furthermore, Fis' contesting saves use dice.
Grapple - +2d4
Mental - +1d6+1d4
Legendary Actions - 2/2 - Perception check, Save attempt, Non-Breath abilities
Attacks -
Multiattack - Melee Combo
Grand Phantasmal Swipe - DC 14 DEX save for units up to 30ft away in 15ft width.
10-13 - 4d6+2d4 Force damage.
6-9 - 6d6+2d4 Force damage + Knockdown.
1-5 - 8d6+2d4 Force damage + Knockdown + Necrotic vulnerability until end of next turn.
Tail Strike - 50ft reach, 20ft radius, DC 15 DEX save vs
1-10 - 2d12+2d4
11-14 - 1d12+2d4
Lightning Beam - 90ft 10ft wide DC 15 DEX save vs 9d6 Lightning damage.
Abilities -
Flame Breath - (2 round CD) -
Spews a perpetual sea of flame. The flame provokes a DC 15 DEX save.
15+ - 1d10 Necrotic damage.
10-14 - 2d10 Necrotic damage.
6-9 - 3d10 Necrotic damage.
1-5 - 4d10 Necrotic damage.
The damage for the fire increases by 1d6 every time it strikes a unit.
Each breath spawns a Phantom of the Moon at the end of Fis' every turn.
Epoch Bolt - 200ft range. +7 to hit. Deals 7d4 Fire damage. DC 16 INT save. Upon failure, the unit becomes the source for Epoch Bolt's next attack, which deals an additional 1d12 damage. Stacks as long as it is successful.
> POWER ATTACK - +2 to hit, 7d4+10+*
Arena Progression - Fis will destroy the arena in two phases.
Phase 1 - DEX 15 save (half) vs 6d10 High Function Fire damage in the center of the arena.
Phase 2 - DEX 15 save (half) vs 6d10 High Function Fire damage in the center of the arena and DEX save vs 10 (avoid) vs 3d8 for the rest of the arena.