Starsworn | Statblock backup
Sethis (Unfinished)
18 STR (+4), 14 DEX (+2), 4 CON (-3), 30 INT (+10), 10 wis, 10 cha
Advantage vs Charm
Immune to Blind
Flight 60ft, Teleport 120ft
Legendary Actions - 3/round, Base Attack, Spell
Abilities -
Shadow Shield -
Sethis has Resistance to Force and Physical damage, vulnerability to Lightning and Ice damage while Shadow Shield is active.
Attacks -
Sethis makes a Melee combo and then attacks with Psychic Maul.
Reaping Talon - CON save target + adjacent in 10ft (10/15), <10 = 3d10+4 x1, 11-15 = 2d8+4 x1, 16+ = avoid, Necrotic
> Savage Claw 1d20+8 1d10+4 Slashing x2 5ft
OR
Great Reaping Talon - 1d20+8, 2d20+4 Necrotic damage (crit = 2d20+4d6+8)
OR
Excellion Burst - Sends forth two greatswords to 90ft. 1d20+8 attack, 3d8+4 Radiant damage. Advantage vs Air units.
Psychic Maul - Linetrace INT save vs 16 - 1d10+10 - 60ft.
Spells -
City of Decay - Bonus - All foes in 300ft roll WIS vs 15 for 1d10. Half on success.
Angelic Repose - Swords descend from the sky in a 60ft area. DC 15 DEX save (half) vs 10d6 Radiant and 6d4 Piercing damage. Disadvantage save for airborn units.
Cosmic Actions -
Conjure Echo -
An Echo of the Phantom of Sethis manifests, and rolls Initiative. The Echo has the same health as the current master does, and deals half damage.
Echoes of Pains Past - Enemies make a DC 16 WIS save within 120ft. For each unit that fails a save, Sethis creates a phantom of them that conducts one ability or attack plus applicable extra features for that ability from their available abilities, even if the source units do not currently meet the requirements to use them, targeting any units within applicable conditions and ignoring material requirements.
Despicable Forgotten
18 str (+4), 22 dex (+6), 14 con (+2), 16 int (+3), 14 wis (+2), 14 cha (+2)
Miststep - When in Red Domain, this unit is invisible except when attacking or using an offensive ability. It returns to invisibility at the start of its next turn.
Cunning Action - Disengage, Dash
Attacks -
Faded Claw - +9 to hit, 3d8+6+3d6 Sneak damage
> Takedown - If the unit moves 20ft to make this attack and it hits, it knocks the target prone.
Loathed Forgotten
6 str (-2), 18 dex (+4), 12 con (+1), 26 int (+6), 18 wis (+4), 20 cha (+5)
Traits -
Loathesome Aura - the Loathed Forgotten is surrounded in an aura that disrupts the senses. Any unit that enters or ends a turn within 10ft of the Loathed Forgotten must make a DC 15 INT save or be Blinded and Silenced until the end of their next turn. This is a psychic effect. Furthermore, the Loathed Forgotten has Advantage on Dex and Int saves.
Attacks -
Awkward Scratch - +6 to attack, 1d6+4 + DC 12 INT vs 8d6 Psychic damage and Poisoned with Mind Throb for 1 minute, causing spell casts to inflict 6d6 psychic damage upon their caster on a second DC 12 INT save (half).
Spells -
Bane - Up to three targets must make a DC 15 CHA save. Should the target fail, it must roll a d4 and subtract the result from any Attack or Saving throws for the next minute. Concentration.
Mind Worm - The Loathed Forgotten links with an enemy unit, provoking a DC 16 INT save. The Loathed Forgotten is healed for half the damage dealt, or healed, by that unit for the next minute. Furthermore, the Loathed Forgotten imposes Disadvantage on any action that unit makes against it, and provokes Advantage on any action it makes against that unit. The unit may re-attempt the save at the end of its following turn(s). Concentration.
Devouring Hatred - The Loathed Forgotten conjures a cloud of death within 60ft. Units within the cloud, entering it or starting their turn within it makes a DC 13 CON save (Half) for 6d6 Poison damage. When a unit takes damage from this cloud it grows an extra set of tiles larger and deals an additional 1d6 damage on the next unit that is afflicted by it.
Ignoble Forgotten
8 str (-1), 16 dex (+3), 12 con (+1), 20 int (+5), 16 wis (+3), 26 cha (+8)
Traits -
Curse of the Phantom Cat - Reaction - When struck by a physical attack, the Ignoble Forgotten rolls a d20. On an 11 or higher, the Ignoble Forgotten avoids the attack and teleports to a new location within 30ft that is within Forgotten domain. Furthermore, the Ignoble Forgotten has Advantage on CHA and CON saves.
Phantasmal Movement - Forgotten can move through most solid surfaces, treating them as Rough Terrain.
Attacks -
Miretooth - +6 to hit, 1d6+3 damage. DC 12 CON for Poisoned for 1 hour. While poisoned in this manner, the victim grants Advantage to any further Ignoble Forgotten that attack it. If a unit is Prone while attacked by Miretooth, the attack, should it connect, automatically crits. Furthermore, a unit that is already Poisoned by this ability rolls a second DC 16 CON save against a stack of Exhaustion.
Knockdown - Athletics/Acrobatics contest vs +6 to knock to prone.
Abilities -
Forgotten - Roll a d20 upon the unit's death. On an 11 or higher, the unit reincarnates on its next turn within 30ft of its current location with 1hp. Else, it reincarnates in 1 minute unless destroyed with a High Function weapon, upon which case it returns to the Tandem of Ignobility and reincarnates in 24 hours.
Wicked Forgotten
6 str (-2), 18 dex (+4), 14 con (+2), 18 int (+4), 20 wis (+5), 20 cha (+5)
Spell DC - 15 (+6 to hit)
+10 to Perception, Insight, Arcana
Third Eye: The Wicked Forgotten is immune to Blindness and has Advantage on deciphering Illusions and invisibility. Additionally, it has enhanced Insight, Arcana and Perception.
Attacks -
Multiattack -
Weeping Psychic Claw + Dreadful Glare
> Weeping Psychic Claw - +6 to hit, 2d8+4 Force damage, 15ft claw range. A target hit by Psychic Claw cannot be healed until the end of the Wicked's next turn.
Abilities -
Dreadful Glare: Target one creature it can see within 60 feet of it. If the target can see the Wicked Forgotten, it must succeed on a DC 15 Wisdom saving throw against this magic or become Frightened until the end of the Wicked's next turn. If the target fails the saving throw by 5 or more, it is also Paralyzed for the same Duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all Wicked for the next 24 hours.
Ignoble Whisper - Trade positions, and health, with an Ignoble Forgotten. Bonus action.
Dispel Magic - Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
Savage Forgotten
16 str (+3), 20 dex (+5), 14 con (+2), 18 int (+4), 16 wis (+3), 14 cha (+2)
Unwaking Creeper - Units struck by the Savage Forgotten are marked by Unwaking Creeper. The Savage Forgotten always knows where marked targets are. The marks last for 24 hours. Units afflicted by this debuff are considered Cursed, and make attacks on the Savage Forgotten with Disadvantage.
50ft walk/spider climb/10ft teleport component
Legendary Actions - Phantasmal Savage - 2/round
Attacks -
Phantasmal Savage - +7 to hit with ghostly talons x2. 10ft range. Stacks a mark of Unwaking Creeper on enemy unit. Attack count increases based on currently active Marks in 60ft.
Abilities -
Golden Shift - Attack based on all stacks of Unwaking Creeper in 30ft. Effected units make a DC 15 INT save vs 1d4 Force damage per stack and suffer from stacking Force Vulnerability, taking extra dice damage on the next Golden Shift indefinitely until they make the save.
Shadow Spurs - Consume all active stacks of Unwaking Creeper in 30ft. Effected units make a DC 14 CON save vs a stack of Exhaustion for every two active stacks.
Grand Loathed Forgotten (Unfinished)
11 str, 18 dex (+4), 16 con (+3), 28 int (+9), 18 wis (+4), 20 cha (+5)
Walk - 30ft fly 60ft
Legendary Resistance - 2/2
Immune to Fear, Paralysis, Poison, Resist Charm, Fear, Exhaustion
Immune to Low Function Physical
Resist Ice, Necrotic
Truesight - 15ft
Loathesome Aura - the Loathed Forgotten is surrounded in an aura that disrupts the senses. Any unit that enters or ends a turn within 10ft of the Loathed Forgotten must make a DC 17 INT save or be Blinded and Silenced until the end of their next turn. This is a psychic effect. Furthermore, the Loathed Forgotten has Advantage on Dex and Int saves.
Attacks -
Devouring Wind - Uses wings to blast a column of air up to 60ft away. non-Forgotten caught in the wind make a DC 16 CON save vs 6d6 Necrotic damage and are afflicted by Devouring Wind for 1 minute. While afflicted, consecutive attacks from Devouring Wind deal a stacking 1d6 damage.
Abilities -
Riddle - (Recharge - 4 rounds) Enemy units in 20ft make a DC 18 INT check. Failure results in Poisoned (Psychic). They may re-attempt the saves at the end of their following turns.
Shield - 3/3 - Shares charges with Mirror Image
Haughty Forgotten
18 str (+4), 18 dex (+4), 14 con (+2), 14 int (+2), 20 wis (+5), 18 cha (+4)
Disadvantage vs Intimidation
Reckless - The Haughty Forgotten may choose to attack with Advantage, imposing Advantage on enemies who strike at it afterwards.
Attacks -
Reckless Frenzy - +6 to hit, 3d4+4, x2. For every hit, the Haughty Forgotten gains an additional attack.
Abilities -
Challenging Roar - CHA save DC 15. All enemies within 90ft must make an immediate attack of opportunity using their reaction on the Haughty Forgotten with their currently equipped weapon. If they cannot for any reason, they suffer 5d6 Psychic damage.
Forgotten Beholder (Unfinished)
14 str (+2), 6 dex (-2), 14 con (+2), 22 int (+6), 18 wis (+4), 20 cha (+5)
Forgotten - Resistant to Necrotic, Charm, Fear, Sleep
30ft fly/60ft misty step
Legendary Actions - Fly 20ft, Gong attack
Attacks -
Multiattack - Beholder - The Beholder makes a Gaze Attack and then a Gong attack.
> gazes
Psychotic Attrition - The gaze of the Beholder attempts to gestate new life within the target. CHA save vs 14. Should the creature fail the save, cells within their body begin to transform into spiders that eat their way out of their host. The target is Poisoned, and suffers 3d6 Force damage at the beginning of their every turn. They may re-attempt the save at the end of their following turns.
Mistifying Gaze - The Beholder casts a brilliant violet light in a 30ft cone. Units make a DC 15 CHA save. Upon failure, the Beholder inhabits their minds for the next minute, and has Advantage on any saves they invoke upon it.
Vainglorious Gaze - 4x +5 to attack in 50ft, 2d6+2 Radiant damage.
> gongs
Gong of Rumination - Releases a deafening sonic attack in the direction of an opponent in 30ft. Linetrace 60ft CON save vs 15 (Half) for 2d6+4 and 1 stack of Exhaustion.
Gong of Decay - Releases a deafening sonic attack directed to a single target in 30ft. That target makes a DC 16 CON save. Upon failure they suffer 6d6 maximum health loss until the end of a long rest.
Gong of Malaise - Releases a deafening sonic attack in 30ft. Enemies make a DC 14 CON save or have their maximum health reduced by 4d6 until the end of a long rest.
Sonic Rapture - A kinetic attack that targets a 15ft radius in 30ft. +6 hit, 3d4+1d6+2 Force damage.
Abilities -
Mirror Image - Creates 3 phantasmal clones of the caster. On a 8, 11, 14 roll, an attack hits a clone and not the caster and destroys it.
Shield - 2 charges - reaction +5 AC
Lair Actions -
Spawn Forgotten - On Lair initiative, the Beholder spawns 1d4 Forgotten from the misty pool.
Malicious Forgotten (Unfinished)
14 str (+2), 22 dex (+6), 10 con (0), 18 int (+4), 12 wis (+1), 8 cha (-1)
40ft movement
Pattern Recognition - The Malicious Forgotten may replicate the effect of any spell or attack it witnesses within 60ft a single time for 24 hours when using its Onyx Eye. The Save DC for such effects is 15.
Attacks -
Multiattack - The Malicious Forgotten makes a Body Attack, an Onyx Eye attack, and an Emerald Eye attack.
Body
Phantom Flame - +8 to hit, 3d6+6 Fire Damage + 4d4 Necrotic damage. The target must succeed a DC 15 CON save or be marked by the phantom flame, increasing damage from Phantom Flame by 2d6 per application and brightly illuminating them. The Phantom Flame endures so long as the target is in line of sight of the Malicious Forgotten.
> Bonus - Empower Flames - Targets afflicted by Phantom Flame make a DC 15 CON save or suffer 1d6x stack count.
Onyx Eye
Blinding Gaze - DC 14 CON save for unit within 30ft LOS vs Blind. They may re-attempt the save at the end of their following turns.
Malicious Curse - DC 15 WIS save vs Malice Curse. Forgotten-based Necrotic damage inflicted on the target heals the attacker. Lasts 1 hour.
Emerald Eye
Sonic Grapple - Attempts to bind units with sound energy for Restrained in their current location. Athletics/Acrobatics contest vs +6. Ineffective in Silenced area.
Harmonic Ripple - Conal +6 attack vs all applicable units up to 30ft. 5d6 Force damage.
Ignoble Amastreya (Unfinished)
8 str (-1), 18 dex (+4), 14 con (+2), 24 int (+7), 20 wis (+5), 24 cha (+7)
Saves - STR -1, Dex +4, CON +2, INT +10, WIS +5, CHA +11
Legendary Actions - 2/round - Base attack, move 30ft, Mirror action (for all mirrors).
Traits -
Immune - Charm, Sleep, Ice
Resist - Necrotic, Radiant
Cursed Legacy - Amastreya has Resistance to Curse and contests its effects with a INT (+10) save vs the opponent's DC. When Remove Curse is successfully applied three times, she becomes incapacitated. Remove Curse can also destroy Mirrors with the same contest.
Faceted Insight -Advantage on Perception and Arcana checks.
Legend of Amastreya - Outlands domain cleric, whose legend is seeded in the Boundary arc. DC 25+ History or Religion with Outlands knowledge to identify.
Mirror Mirage - While a mirror is active and is between an opponent and Amastreya, Amastreya has perpetual Mirror Image, and cancels attacks from that opponent with a d20 roll of 11 or higher. For every additional Mirror between her and an opponent, the cancelling effect loses 2 DC to a maximum of 5.
1 - 11
2 - 9
3 - 7
4 - 5
Attacks -
Hour of Dusk - 2 units within 30ft make a DC 18 CON save (Half) for 2d12+7 Necrotic damage. If the enemy fails by 5 or more, this attack is a Critical Hit. If this attack is made in the presence of a dark sky, the save is made with Disadvantage.
Transient Spark - Amastreya projects a spark of brilliant magenta to a unit. +11 to hit, 30ft range, dealing 3d10+7 damage. This spark, if directed to a mirror, can be freely redirected to a target 30ft from the mirror (or to another mirror). When a spark hits a mirror, it splits into 2 attacks, each dealing 2d10+7 damage and performing individual attack rolls. The sparks can split once more, dealing 1d10+7 damage, for a total of 4 attacks. The sparks cannot be redirected to a mirror that is behind an enemy unit or an obstacle.
Abilities -
Ignominy of Pride - Bonus Action - Summons, or controls, mirror objects. A mirror can be summoned within 30ft of Amastreya, or all existing mirrors can be moved up to 20ft from their current location. When a mirror is summoned it rolls for initiative. On a mirror's turn it can only attack.
Any unit that starts their turn within 5ft of a Mirror must make a DC 17 WIS save or become entranced by their bold reflection, imposing Disadvantage on all actions they make for that turn. Every failure of this save grants Amastreya a stack of Boiling Pride (Track with Blue Bar). Once an opponent has made this save, they are immune to the Mirror's effects until they step within 5ft of one again, which resets immunity.
Tandem of Pride - Any enemy within 60ft of a Mirror, that has line of sight to that mirror, makes a DC 18 INT save. Upon failure, they become entranced with pride, and take Advantage on all actions they make against any opponent that is not Amastreya. Furthermore, any attack they land is automatically a critical hit, but critical hits against Amastreya are negated entirely and Amastreya has Advantage on saves from any spell they use on her. Furthermore, half the damage dealt or healed by afflicted targets when used against units other than Amastreya is given to her as temporary health for 24 hours, and Amastreya shares the benefits of any buffs or other beneficial effects used by afflicted targets on other units. When an enemy makes an action under the effects of Tandem of Pride, Amastreya gains a stack of Boiling Pride. The opponent saves against the effect at the end of their following turns. An opponent that makes the save is immune to the effect for 24 hours.
Cosmic Actions -
Diaphragm of Fractured Stars - Causes mirrors to supercharge with colossal force, rendering them immobile. DEX save vs DC 18 (half). For every stack of Boiling Pride, Amastreya deals 1d6 damage per explosion within 15ft of the mirrors. On Amastreya's next turn, the effect is doubled, and the mirrors are destroyed. Amastreya cannot summon new Mirrors until after the current ones are destroyed once this effect is activated.
Ignominy of Pride (Amastreya)
-4 STR, +3 DEX, +4 CON, 0 mental
Construct, immune to Charm/Sleep/Aids
Attacks -
Fracture - +5 to hit, 3d4+3 Force damage, Linetrace 30ft from the mirror.
Tarnished Red Legionnaire
18 str (+4), 14 dex (+2), 18 con (+4), 14 int (+2), 16 wis (+3), 12 cha (+1)
Traits -
Immune to mind-effecting spells.
Resistant to Bludgeoning, Fire
Attacks -
Obsidian Broadsword - x1 +7 to attack, 1d8+4 slashing damage.
Halberd - 10ft reach - +7 to attack - 1d10+4 slashing
Halberd pommel attack - +7 to attack, 1d4+4 bludgeoning
Abilities >
Sentinel - When an enemy moves in range of the Legionnaire, it may use its Reaction to attack that unit with its polearm.
Marbleblooded Knight
18 str (+4), 14 dex (+2), 18 con (+4), 14 int (+2), 16 wis (+3), 12 cha (+1)
Traits -
Immune to mind-effecting spells.
Attacks -
Curved Greatsword - x2 +7 to attack, 2d6+4 slashing damage. If both hits connect, inflict Bleed, which causes the target to lose 1d8 health at the end of their every turn unless Healed or taking an action to stem the bleeding.
When an enemy unit is at least 20ft away from the Knight, this attack is upgraded into a Lunging Attack that deals 3d6+4 damage and has additional 13 STR save to knock the opponent Prone.
Abilities >
Intercept > If an ally is the target of an enemy single-target ranged ability and is within 5ft of the Knight, it may use its Reaction to force the attack to target the Knight in its stead.
Maddened Earthen
16 str (+3), 12 dex (+1), 16 int (+3), 10 wis (0), 14 cha (+2)
Immune to mind effecting spells
Stone Zweihander - +5 to attack, 2d6+3
Barbaric Earthen
18 str (+4), 12 dex (+1), 20 con (+5), 6 int (-2), 16 wis (+3), 10 cha
Attacks -
Reckless Punch - Advantage +4 to hit, 2d4+4 damage. Enemies may attack the Barbaric Earthen with Advantage until the end of its next turn.
Earthen Stoneshaper
14 str (+2), 16 dex (+3), 12 con (+1), 12 int (+1), 14 wis (+2), 14 cha (+2)
Attacks -
Fists - x2 +5 to hit, 1d4+2
Earth Spear - +5 to hit, 1d10+1, 40ft
Abilities -
Shape Stone - 1d12+2 heal to any Stone object or Earthen, 30ft
Marbleblooded Muse
12 str (+1), 20 dex (+5), 14 con (+2), 14 int (+2), 16 wis (+3), 14 cha (+2)
Advantage on Dex saves, with successful saves avoiding full damage. Resistance to Physical damage.
Attacks -
Stone Bow - +8 to attack, 1d8+5, x2, 150/600. When crits, deals an extra 2d6 damage. Heavy, Exotic.
> Stagger. If strikes an enemy within 5ft of a hostile unit, that enemy makes a DC 13 STR save. Should they fail, one hostile unit of that enemy may make a Reaction to take an attack of opportunity.
Power Attack - +3 to attack, 3d8+5, 4d6 bonus crit, DC 16 STR save.
Cunning Action - Disengage, Dash
Advantage vs Constructs, Structures
Marbleblooded Bladesinger
14 str (+2), 20 dex (+5), 18 con (+4), 14 int (+2), 16 wis (+3), 18 cha (+4)
Attacks -
Marble Dance - x3 +7 to hit, 1d6+5, 18-20 crit threat
OR
3x +9 to hit, 1d4+2 Marble Dagger, 30/60ft range.
The daggers stick to soft targets, and may be removed with an Action. Else, when another unit hits them with a melee attack, the daggers explode and deal secondary 1d4+2 damage per dagger.
Menu
Decrepit Earthspeaker
16 str (+3), 10 dex (0), 14 int (+2), 8 wis (-1), 8 cha (-1)
Attacks -
Big Conk - +3 to hit, 1d8+3
Spells -
Stone Dagger - +5 to hit, 1d6+2, 30ft
Mend Stone and Flesh - 3/day, 1d4+3 heal, Touch
Deepblooded Earthen
18 str (+4), 16 dex (+3), 12 con (+1), 12 int (+1), 16 wis (+3), 12 cha (+1)
Saves - STR +6, CON +3
Earthblooded - 1/day, Reduce an attack's damage by 1/2.
Attacks -
Twin Large Scimitar - +6 to hit, 2d6+4 x2
> Divining Blades of Wind - Hurl one or both swords up to 30ft away. They return to the caster at the beginning of their next turn. +6 ranged attack, 2d6+4 damage vs all units in the way.
Shadowsong Vanguard (Unfinished)
20 str (+5), 14 dex (+2), 18 con (+4), 12 int (+1), 16 wis (+3), 14 CHA (+2)
Shadow Step - When a unit misses an attack against the Vanguard, the Vanguard may teleport to that unit and make an Attack of Opportunity.
Attacks -
Greatsword - 1x 4d6+5, +8 to hit, DC 15 CON save vs 6d6 Necrotic damage.
Abilities -
Misty Step - Bonus action. 3 charges. 30ft
Mathias Maneuver - Drinks shadows from a deceased Shadowsong unit or a prone living unit, gaining 2d10+3 HP.
Shadow Minister (Unfinished)
22 str (+6) - 8 dex (-1), 20 con (+5), 20 int (+5), 14 wis (+2), 16 cha (+3)
Immune to Low Function Physical, Resistant to Necrotic, Ice, Weak to Radiant, Lightning
Attacks -
Twin Tails - +9 to hit, 3d6+6, 10ft reach
Stone Spear - +9 to hit, 12+5 - 60/120
Abilities -
Shadow Identity - Enter a unit's shadow and provoke a DC 14 WIS save, or inhabit the shadow of an inanimate object. Upon failure, the Minister inhabit's the a shadow unless expelled via Radiant damage or completely removing the shadow, e.g. with fireball, a torch, etc. If the shadow belongs to a living unit, the Minister can use its Bonus Action to provoke further DC 14 WIS saves and siphon 4d6 health from that unit for each failure (necrotic damage). It can continue to attack as normal otherwise. While not taking actions, the Minister is intangible without Truesight or a DC 22 Perception check.
Cloudy Glass Fox (Deprecated)
18 str (+4), 20 dex (+5), 16 con (+3), 14 int (+2), 18 wis (+4), 22 cha (+6)
Acrobatics - +9, Perception - +8
STR save - 6
Dex save - 8
WIS save - 6
CHA save - 8
Construct, immune to charm
Absorbs Lightning, Earth
Resists Moonsilver, Ice
Hallowed Steps - In any location with a clear line of sight to the Red Eye (e.g. outdoors), the Glass Fox can teleport for its movement, and avoid attacks of opportunity.
Basic Attacks -
The Glass Fox makes a Melee attack and gaze attack.
Stoneblood Greatsword - +7 to hit, 3d6+4
> Curse of Copper - DC 14 CON vs Copper Curse (Poisoned, Disadvantage on physical ability checks + attacks and concentration) (Make save again at end of next turns.) Deals 1d6+2 per failed save.
Burning Gaze - WIS save vs 14, 6d6, fox gains Resist against any damage or effect from this target for 1 round. Damage dealt by this attack is restored as health to the caster.
Abilities -
Misty Dance -
WIS save vs 13 for Fatigue in 30ft. Stacks. Lasts until end of combat or night, whichever comes first.
Legendary Actions (2 per round) -
Basic Attack or Hallowed Steps (if in Moonlight)
Deepblooded Taurus (Axe)
20 str (+5), 14 dex (+2), 16 con (+3), 16 int (+3), 14 wis (+2), 12 cha (+1)
Cannot be blinded.
Tackle - +9 to hit, requires 30ft charge distance, DC 14 STR save for prone, 1d8+5 damage.
Attack - +9, 3d6+5 damage. Reach 10ft
Deepblooded Tauras (Scythe)
20 str (+5), 14 dex (+2), 16 con (+3), 16 int (+3), 14 wis (+2), 12 cha (+1)
Cannot be blinded.
Tackle - +9 to hit, requires 30ft charge distance, DC 14 STR save for prone, 1d8+5 damage.
Attack - +9, Crit threat 18-20, 1d20+5 damage. Reach 10ft
Mad Earthen High Templar (Unfinished)
18 str (+4), 6 dex (-2), 164 con (+3), 18 int (+4), 16 wis (+3), 20 cha (+5)
Saves - INT +7, CHA +8, WIS +5
War Caster (Advantage on Concentration, Spells for AOO)
Resistance vs Slow/Immobilization (horse power)
Movement - 50ft foot/50ft fly.
Attacks -
Talons - +7 to hit, 2d6+4
Psionic Bolt - INT DC 15 save (Avoid) vs 4d6+4 in 90ft. Requires LOS of any linked Earthen unit (Originates from that unit).
Abilities -
Psionic Tempest - Creates a mentally-controlled storm around the High Templar. On the following turns, the Templar can use its bonus action to attack a unit with a lightning bolt. DC 15 DEX save vs 6d6 (half), single target. Concentration. 60ft range.
Psionic Storm - INT save vs 14 dc (Half) in 30ft AOE, 60ft range. Lasts 3 turns. 4d6, 6d6, 8d6 damage, mounting per caster's turn.
Greater Illusion - Creates 2 phantom duplicates of units. They possess all the abilities of their original unit, but take double damage and deal half damage. Only four duplicates can exist at any time, and the High Templar cannot duplicate itself.
Liquid Copper Fox
14 str (+2), 20 dex (+5), 14 con (+2), 18 int (+4), 22 wis (+6), 24 cha (+7)
Fire Form - The Copper-Blooded Fox is comprised of fiery metal, and can fit through spaces as narrow as one inch, but treats such areas as Rough Terrain. Furthermore, it sheds a brilliant light up to 90ft away. It absorbs Fire, and has Resistance to Physical damage and Radiant damage, vulnerability to Ice.
Fire Absorb - When the Copper-Blooded Fox absorbs any form of Fire Damage, it becomes Overheated until the end of its next turn, doubling its damage dice and gaining access to the Fire Dance ability. If it takes Ice damage during this period, it takes double damage and loses Overheated.
Attacks -
Flame Gout - x2 +8 to hit, deals 2d6+5 Fire damage, 15ft range. The target makes a DC 14 DEX save or is ignited and burns for 1d10 damage every turn until a unit takes an action to put the fire out.
Abilities -
Fire Dance -The fox dances and releases a wave of molten liquid that expands outwards and deals radial fire damage that grows in intensity depending on the distance of an enemy. DC 14 DEX save for Half. 6d6+4 up to 15ft, 8d6+4 up to 30ft, and 10d6+4 up to 45ft. Flame Dance consumes all Oxygen in a local vicinity, and breathing units within its area of effect that failed the Dex save make a DC 14 CON save against a turn of Stun. Consumes Overheated.
Fireball - DC 14 DEX save vs 8d6, 30ft, 120ft range.
Deepblooded Fox
22 STR (+6), 16 dex (+3), 18 con (+4), 20 int (+5), 20 wis (+5), 22 cha (+6)
Deepblooded - Immune to Blind. Immune to low function Fire, resistant to Radiant.
Fiery Radiance - The Deepblooded Fox sheds 60ft of bright light and 120ft of dim light. It inflicts 1d10 Fire damage on any adjacent creatures at the start of its turn.
Attacks -
Blazing Claws - +7 to attack, 2d10+6 Fire damage.
Bonus - Overwhelming Heat - DC 13 CON (Half) save for organic units in 60ft and in line of sight. Deals 1d6 fire damage. Each consecutive usage increases damage by 1d6 to a maximum of 4d6. Stacks Overwhelming Heat. Save is made with Disadvantage for targets within 10ft.
Abilities -
Nuclear Burst - Usable once Overwhelming Heat stacks to 4. DC 16 DEX (Half) save in line up to 120ft away, dealing 12d4 Fire damage and 12d4 Radiant damage. Resets stacks.
Stoneblooded Aukang, Original Flame (Unfinished)
str 26 (+8), 16 dex (+3), 22 con (+6), 20 int (+5), 16 wis (+3), 18 cha (+4)
Speed - 40ft walk, 90ft fly.
Traits - Fireblood Original - Weak to Ice, Absorbs Fire
Advantage on Concentration saves.
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Living Flames - Certain abilities or attacks from Aukang creates Living Flames, which begin as flame patches but develop into full forms at the beginning of Aukang's next turn. Enemy units moving through or starting their turns on undeveloped Living Flames perform a DC 12 DEX save for 2d6 damage (half), while fully developed ones prompt a DC 14 DEX save vs 4d6 (half).
Domain of Fire - At the beginning of Aukang's turns, opponents within 120ft behind unshielded terrain suffer 1d6 Fire damage.
Brilliant Flame - Opponents within 30ft of Aukang make attacks against him with Disadvantage unless they are immune to Blindness by brightness or Radiant damage.
Legendary - 2/round, Basic Attack (one stage), Sun Fetters (1d4 only), Ash Bomb, Flame Bolts
Attacks -
Tower of Babylon - Polearm - 20ft reach, DEX save vs 14. 6d6+8 damage in 10ft square. Creates pool of Living Flame.
> Skewing Motion - +9 Attack on one target struck by initial attack. 4d6+3, restrains and enables following attack.
>> Engorging Flame + Throw - DC 16 CON (half) save vs 8d6 Fire damage, + STR DC 14 save (Half) vs throwing up to 120ft, taking 1d6 damage per 10ft. Strength save halves the distance thrown.
Sunstrike - 100ft linetrace, DC 15 DEX (half) vs 8d6 Fire + 6d6+6 (avoid) Slashing in 20ft of the caster.
> Double strike. Make a second attack at +11 Attack for 6d6+6 Slashing damage on a single target hit by Sunstrike in melee range.
Sunsweep - 30ft cleave. 20ft reach. DC 14 DEX (avoid) vs 6d6+6+2d6 Slashing/Fire. Releases a flame wave out to 60ft, prompting the same DEX save for 8d4 Fire damage for units beyond melee reach.
Abilities -
Flame Bolts - 6x 3d6 fire bolts. +9 to hit, 90ft range.
Sun Fetters - Conjure 1d4+2 Living Flame within 300ft.
Fire Nova -
A two-round ability. During the first round, Aukang gathers energy, which can be interrupted with Concentration checks. In the second round, Aukang releases a fireball to an area within 120ft that explodes in a 40ft radius explosion. DC Dex save vs 16 for 12d6 fire damage. Creates a 60ft cloud of Embers that deals 1d6 fire damage to anything that starts their turn or enters it. The embers last 3 rounds.
Ash Wave -
Casts out a cone of black ash up to 300ft away. Detonates any Living Flames it hits, which create their own cones up to 30ft behind them (in the direction the ash wave travels). DC 13 CON vs 3d6+3 Poison damage, with Living Flames prompting DC 14 DEX (half) saves vs 6d6 damage each.
Ash Bomb - Hurls a bolt of ash to a target location in 120ft. 30ft explosion radius. DC 13 CON vs 3d6+3 Poison damage. Detonates nearby Living Flames, prompting additional DC 14 DEX (half) vs 4d6 each (30ft detonation radius).
Cosmic Actions -
Marble Cannon - DC 16 DEX save vs 8d4 Bludgeoning damage and DC 15 STR save vs 60ft knockback. Collides with Living Flames, causing them to explode and deal 6d6 Fire damage, stopping the unit. Else, deals 1d6 per 5ft travelled and 1d8 collision damage to it and anything it hits. Being subjected to this attack grants Advantage on subsequent saves related to it.
Count James (Mooru, Unfinished)
20 str (+5), 14 dex (+2), 20 con (+5), 18 int (+4), 22 WIS (+6), 18 cha (+4)
Resistant to Physical, Charm
60ft movement
Silver Blood - Gain crit threat each round active.
Twin Metal Talon - x2 +8 to attack, 2d8+5
Steamjet - DC 14 dex vs 4d6 + Blind for 1 round, 30 ft.
Golden Scythe - DC 13 dex vs 4d6+5 + prone in a 15 ft line in any direction in melee.
Legendary - 2 per round, Metal talon or Steamjet
Cosmic -
Golden Vice - Consecrates terrain within 60ft. When an enemy unit first steps on this terrain, they make a DC 14 CHA save vs Restrained for 1 round.
Monstrous Agility - Able to jump 60ft
Copper King (Unfinished)
22 STR (+6), 28 dex (+9), 24 con (+7), 20 INT (+5), 18 wis (+4), 30 cha (+10)
Resist - High Function Fire, Ice
Immune - Low Function Physical, Fire
Undying Flame - While the Copper King is considered Aflame, it is immune to Low Function Physical and Fire damage. Certain abilities either temporarily consume or restore Aflame, and taking 4 hits of Ice damage in one round consumes Aflame until the end of the Copper King's next turn.
Divinity - The Copper King has Nine tails. Each tail represents a portion of its divinity. Individually, the tails have 90hp and 20 AC. When a tail is separated from the body or destroyed, the Copper King loses 100 Maximum health. The Tails have the same features as the Copper King's body, but are not multicomponent when attached to it.
Special Damage Components
The Copper King creates damage volumes of different types. Enemies make DC 16 CON saves or DC 16 DEX saves where applicable when entering or starting their turn in the volumes.
Burning Surface (Non-Metal/Rock) - DEX save (Half) - 3d6 Fire damage.
Heated Metal/Rock - DEX save (Avoid) - 4d6 Fire damage.
Molten Metal/Rock - CON save (Half) - 8d6 Fire damage.
Liquid Metal/Rock - CON save (half) - 12d10 Fire damage.
Attacks -
Multiattack - the Copper King performs a Gaze Attack and a Basic Attack or an Ability.
Gaze Attacks
Heat Wave - Blasts a cone up to 90ft away. Enemies make DC 16 CON save vs 6d6 Fire damage. All objects not currently being worn set on fire if applicable. Turns rock and metal surfaces Molten.
Basic Attacks
Scarlet Storm - The Copper King makes as many attacks as it has Tails. 30ft reach, reaching through spaces as thin as 5 inches and around corners, attacking all units in its path to its primary target. +13 to hit, 1d10+9 High Function Fire damage.
Spectral Fire - The Copper King makes as many attacks as it has Tails. 100/200ft range, +10 to hit, 4d4+6 High Function Fire Damage