Brumble

An omen of grave illness and choking thorns that adopted the orphaned son of a forgotten tribe, nobody knows whether Brumble is the name of the boy or the beast.  Only the strength of the young child’s love rivals the lumbering monstrosity’s affinity for the mire.

Health: 59

Guardian of the Swamp
Bumble is guardian of what other might find unpleasant.  Though the swampland would cause it no harm, Brumble extends the courtesy to his allies in battle.
(Passive)
You and your allies do not take damage from “Thorns” and are unaffected by “Bud of Thorns”, “Swamp”, and “Contained Swamp”.  This passive works even when Brumble is on the sidelines, but not when it is dead.

Basic Attack
Brumble lashes at its foes with its tongue with enough force to push enemies away.  The sticky gunk that collects thorns inside of it spreads to its enemies with each attack.
(Light Attack)
Cost: 1 Action
Range: Melee
Effect: 4 physical damage and the enemy gains the effect “Sticky Tongued” for 2 turns.  If the enemy already has the effect “Sticky Tongued”, they gain the effect for 3 turns instead.
(Heavy Attack)
CD: 3
Cost: 2 Movement
Range: Reach 1
Effect: 6 physical damage, the enemy gains the effect “Sticky Tongued” for 2 turns, and pushes 2 spaces.  If the enemy already had the effect “Sticky Tongued”, they gain the effect for 3 turns instead.

“Sticky Tongued”
(Effect – Debuff)
If an enemy switches out or is forced to switch out, the next enemy to switch in immediately loses all Movement.
(Triggered)
Trigger: When you trigger “Thorns”, Sticky Tongued gains the effect, “At the start of your turn, if you aren’t standing on Thorns, you take 4 physical damage.  If you’re grounded, the space beneath you’s terrain type is changed to thorns.

Thorn Shoot
Brumble spews a nasty concentration of the thorns in its body at the enemy.  These sinister thorns grow on flesh as easily as they grow in the ground.
(Active)
CD: 5
Cost: 1 Action 1 Movement
Effect: Shoot a “Bud of Thorns” with velocity 1 space diagonally upward and 1 space forward.

“Bud of Thorns”
(Projectile)
Location: Middleground
(Triggered)
Trigger: An enemy or object capable of taking damage collides with “Bud of Thorns”.
Effect: Bud of Thorns is destroyed and the enemy or object gains the effect “Festering Thorns” for 3 turns.
(Triggered)
Trigger: “Bud of Thorns” collides with a space.
Effect: “Bud of Thorns” is destroyed and the space’s terrain type and each adjacent space’s terrain type is changed to thorns.  Then, for each space’s terrain type that changed to thorns from something other than thorns, reduce the cooldown of “Thorn Shoot” by 1 turn.

“Festering Thorns”
(Effect – Debuff)
When you use a Movement or take damage from “Thorns”, you take 2 physical damage.  When this effect expires, the enemy gains the effect “Festered Thorns” for 1 turn.

“Festered Thorns”
(Effect – Debuff)
You cannot gain Movement on your turn.  You may use an Action to take 4 physical damage and gain 2 Movement, removing this effect.  Otherwise, when this effect expires, the enemy gains the effect “Lesser Festered Thorns” for 1 turn.

“Lesser Festered Thorns”
(Effect – Debuff)
You gain 1 less Movement on your turn.  You may use an Action to take 2 physical damage and gain 1 Movement, removing this effect.

“Thorns”
(Terrain)
(Triggered)
Trigger: A player starts their turn on thorns or changes the terrain type of thorns.
Effect: 4 physical damage.

Swamp Shoot
Brumble spews a noxious ball of liquid.  While nauseating to enemies, this sphere all contains everything necessary for Brumble to create its own personal swamp wherever it wants.
(Active)
CD: 8
Cost: 1 Action 1 Movement
Effect: Shoot a “Contained Swamp” with velocity 1 space diagonally upward and 1 space upward.

“Contained Swamp”
(Projectile)
Location: Middleground
Brumble may stand on “Contained Swamp” as though it were a platform if “Contained Swamp” has a bubble counter on it.
(Active)
Cost: 1 Movement
Effect: Move “Contained Swamp” 1 space horizontally.  Use this ability only once per turn, and only if “Contained Swamp” has a bubble counter on it.
(Triggered)
Trigger: An enemy or object capable of taking damage collides with “Contained Swamp”.
Effect: “Contained Swamp” is destroyed and the enemy or object gains the effect “Swamp Sickness” for 2 turns, or “Lesser Swamp Sickness” for 2 turns if “Contained Swamp” has a bubble counter on it.  Then, if “Contained Swamp” doesn’t have a bubble counter on it, reduce the cooldown of “Swamp Shot” by 3. If “Contained Swamp” has a bubble counter on it, instead put a bubble counter on the “Swamp.”
(Triggered)
Trigger: “Contained Swamp” collides with a space.
Effect: “Contained Swamp” is destroyed and each space in play with the terrain type “Swamp” changes to the terrain type “Thorns”. Then, the collided space’s terrain type changes to “Swamp” and it gains a bubble counter.

Swamp Sickness
(Effect – Debuff)
When you use a Movement, if you don’t have the effect “Nauseous” you gain the effect “Nauseous” for 2 turns.

Lesser Swamp Sickness
(Effect – Debuff)
When you use a Movement, if you don’t have the effect “Nauseous” you gain the effect “Nauseous” for 1 turn.

Nauseous
(Effect – Debuff)
You gain 1 less Action on your turn.  You may use 2 Movement to take 6 physical damage and gain 1 Action, removing this effect.

Swamp
(Terrain)
At the start of the turn, remove a bubble counter from “Swamp”.  If you do, put a “Contained Swamp” with velocity 3 upward 2 spaces above it.  Moving through the “Swamp” costs an additional movement.

Rolling Shoot
Brumble releases a tiny sphere of pure swamp nastiness that grows in strength as it rolls across the landscape.  Though comically slow, this ball is known to have leveled entire villages by itself.
(Active – Ultimate)
Cost: 1 AP 2 Movement
Effect: Create a “Rolling Spoil” with velocity 1 forward that ignores gravity.

“Rolling Spoil”
(Projectile)
Location: Middleground
When “Rolling Spoil” collides with a wall, it changes direction to move clockwise, if moving right, or counterclockwise, if moving left, so that it continues to slowly move along the walls, ceiling, and other terrain.  When “Rollin Spoil” moves, it gains 1 charge.
(Triggered)
Trigger: “Rolling Spoil” moves over “Thorns”.
Effect: “Rolling Spoil” gains the effect “Impending Doom!” for 1 turn.
(Triggered)
Trigger: “Rolling Spoil” collides with an enemy.
Effect: “Rolling Spoil” is destroyed and the cooldown for “Rolling Shoot” is reset.  As long as it has 3 or more charge counters on it, “Rolling Spoil” deals 10 physical damage, plus 2 additional physical damage for each charge counter on it.

“Impending Doom!”
(Effect – Buff)
This “Rolling Spoil” deals double damage – watch out!

Notes to consider:
-Brumble’s “Rolling Spoil” could possibly increase in size when rolling over patches of thorns.
-Brumble’s “Rolling Spoil” could help propagate “Thorns”.
-Brumble’s “Rolling Spoil” could revert non-thorn, non-swamp terrain back to normal.

Dea

The only daughter of Oltone’s leader, Dea became the Altar of Souls and learned to view and interact with the spirits of the world.  When a hired torturer kidnapped and mangled her during the war, her strength of spirit reanimated her into an undying monstrosity.

Health: 62

Weaken Soul
Dea’s affinity for the spiritual allows her attacks to strike at the very souls of her enemies.
(Triggered)
Trigger: Dea or a source of Dea’s deals magical damage to an enemy.
Effect: The enemy gains the effect “Weakened Soul” for 3 turns, stacking with previous instances of “Weakened Soul” up to 5 times and refreshing the duration of previous instances to 3 turns.

“Weakened Soul”
(Effect – Debuff)
When you are dealt magical damage, that damage is increased by 1.  If “Weakened Soul” is stacked 3 times, the additional damage is increased from 1 to 2.  If “Weakened Soul” is stacked 5 times, the additional damage is increased from 1 to 3.  If an enemy switches out or is forced to switch out, they take 2 damage for each stack of “Weakened Soul”.

Basic Attack
With a flick of her wrist, Dea destroys pieces of her opponents’ souls.  With some difficulty, Dea can swing her shackles at her enemy, pushing them back while the chains bind them to the ground.
(Light Attack)
Cost: 1 Action
Range: Within 5
Effect: 2 magical damage.
(Heavy Attack)
CD: 7
Cost: 1 Action, 1 Movement
Range: Melee
Effect: 5 physical damage.  The enemy is pushed 1 space away and is grounded.  Then, the enemy cannot gain Movement next turn.

Summon Siphon Spirit
Dea summons small flickering spirits that slowly siphon the enemy’s soul while nourishing the strength of her own.
(Active)
CD: 6
Cost: 1 Action
Range: 1 space directly above
Effect: Summons a siphon spirit directly above Dea.

“Siphon Spirit”
(Summon)
Health: 3
Location: Middle ground
Behavior: Hovering 1 space off of the ground, siphon spirits will check if they are carrying a charge or not.  If they aren’t, they will move 1 space towards an enemy, dealing 1 magical damage and gaining 1 charge for each point of damage dealt if ending that movement adjacent to an enemy.  If they are, they will move 2 spaces towards Dea, healing for 1 for each charge and losing all charges if ending that movement adjacent to Dea.  When a siphon spirit dies or Dea switches out, on the ground beneath it, place a 1 space tombstone unless there is already a tombstone there.  Then, reduce the CD of Summon Siphon Spirit by 3 turns.

“Tombstone”
(Object)
Location: Foreground
(Triggered)
Trigger: An enemy starts their turn adjacent to a tombstone.
Effect: 1 magical damage.

Epitaph
Purging the soul from the grave, Dea tears open the earth beneath a tombstone in a ghastly burst of the afterlife.
(Active)
CD: 2
Cost: 1 Action, 2 Movement
Range: Infinite
Effect: Choose a tombstone.  That tombstone erupts into a vertical column in the background, dealing 18 magical damage and destroying all other objects and terrain.  The vertical column lasts 1 turn, preventing enemies standing it it from gaining Movement and causing enemies within 2 spaces that move away from it an additional Movement.

Soul’s Defiance
Dea instills rebellion in the enemy’s soul, causing them to struggle internally.
(Active – Ultimate)
Cost: 1 Action
Range: Infinite
Effect: The enemy gains the effect “Soul Rebellion” for 5 turns.

“Soul Rebellion”
(Effect – Debuff)
This effect cannot be removed.  You cannot switch out or force to be switched out.  You gain 1 less Movement on your turn.  At the start of your turn, you take 1 magical damage.  Whenever you would deal damage, you instead deal half that much damage, rounded down.  If you die with this effect on you, Dea gains the use of Lesser Soul’s Defiance.

Lesser Soul’s Defiance
(Active)
Cost: 1 Action, an enemy has previously died while under the effect of “Soul Rebellion”
Range: Infinite
Effect: The enemy gains the effect “Soul Rebellion” for 2 turns.

Naldwul

Those who think that Naldwul’s penguin suit looks silly know nothing of his frigid nature.  A powerful battlemage, Naldwul hails from the shivery peaks of Galindh and serves the Circle of Twelve as the icy ambassador of the north.

Health: 68

Frigid Footing
Wherever Naldwul goes he brings winter with him, freezing the ground beneath him.
(Passive)
Effect: Whenever Naldwul walk off of a space, that space’s terrain type is changed to ice.

“Ice”
(Terrain)
If after being pushed or pulled a player is on ice, they are pushed or pulled an additional 1 space.  If a player starts their turn with a momentum counter on ice, they are forced to move 1 space in the direction of that momentum counter.

Basic Attack
Naldwul’s weapon of choice is a large fish encased in solid ice.  With enough force, enemies caught in Naldwul’s swing get spun around, sometimes right out of the fight.
(Light Attack)
Cost: 1 Action
Range: Reach 1
Effect: 5 physical damage, pushes the enemy 0 spaces. (This will push them 1 space away if they are standing on ice because of the additional distance pushed over ice.)
(Heavy Attack)
CD: 2
Cost: 1 Action
Optional Cost: 1 momentum counter
Range: Melee
Effect: 8 physical damage. Then, Naldwul and the enemy switch places and are pushed 0 spaces away from each other.
Optional Effect: After damage, both Naldwul and the enemy are switched out.  Then, both of the new combatants are pushed 0 spaces away from each other.

Freeze
Naldwul encases his enemy in ice.
(Active)
CD: 9
Cost: 1 Action
Range: Within 4
Effect: The enemy gains the effect “Frozen Solid” for 4 turns.

“Frozen”
(Effect – Debuff)
You cannot gain Movement or Action on your turn, and buffs do not count down each turn.  When damage would be dealt to you, that damage is prevented, and that many shatter counters are placed on “Frozen”.  When you are pushed off of ice, that ice is destroyed and “Frozen” gains 2 shatter counters.  If “Frozen” has  24 shatter counters or more on it, the effect is removed and the enemy takes 28 magical damage.

Icicle Eruption
Naldwul pools the ice on the ground into a burst of jagged shards of ice.
CD: 6
Cost: 1 Action, 3 adjacent spaces with terrain type ice centered on the origin
Optional Cost 1: 7 adjacent spaces with terrain type ice centered on the origin
Optional Cost 2: 2 Movement with the requirement of Naldwul being on the sidelines
Range: Area X between 3 and 6 with origin O
___Y
__YYY
_YYXYY
YYXOXYY
Effect: Deals 20 magical damage.
Optional Effect 1: Area increased from X to X+Y, damage increase from 20 to 28 magical damage.
Optional Effect 2: Naldwul is able to cast this spell from the sidelines at an additional cost.

Bitter Cold
Calling on the winds of the shivery peaks, Naldwul can coat the battlefield with the winter weather he is so accustomed to.
(Active – Ultimate)
Cost: 1 Action
Effect: You gain the effect “Winter” for 11 turns.

“Winter”
(Effect – Global)
When you gain this effect and at the start of each of your turns, the whole battlefield is coated with snow, dealing 1 magical damage to everything that isn’t Naldwul.  Each space’s terrain type that isn’t ice is changed to snow, and each space’s terrain type that is snow is changed to ice. (The terrain type snow doesn’t do anything other than override other terrain types.)

Airomn

Raised by a foster family, Airomn is a promising enlistee in the Erhendor military. Airomn’s apathetic nature takes the backseat to his duty to his country as he fights endlessly, relying on his ancient shield Pyrmyra as both his offense and defense.

Health: 75

Pyrmyra
Airomn’s ancient shield absorbs incoming a portion of all incoming damage, building defensive strength while gaining energy used to power Airomn offensively.
(Triggered)
CD: 1
Trigger: Airomn is dealt damage.
Effect: That damage is decreased by 1 for every 2 charges Airomn has.  Then, Airomn gains 1 charge (max 4).

Basic Attack
Airomn brandishes Pyrmyra as a weapon, bashing his enemy.  By bracing himself, Airomn can swing Pyrmyra in a powerful arc hitting a large area while pushing enemies away.
(Light Attack)
Cost: 1 Action
Range: Melee
Effect: 6 physical damage
(Heavy Attack)
CD: 3
Cost: 1 Action, 2 Movement
Optional Cost: 2 charges
Range: Area X with character origin O
_YYY
_XXY
OXXY
Effect: 6 physical damage, 6 magical damage, pushes the enemy 2 spaces
Optional Effect: Area increased from X to X+Y,  damage increased  from 6/6 to 6/10 physical/magical damage, push increased from 2 to 3 spaces.

Shield Impact
After an enemy attacks either Airomn or his ally, Airomn rushes in counterattacks.
(Triggered)
CD: 4
Optional Cost: 2 charges
Range: Enemy must be in range of Airomn’s follow-up attack after movement.
Trigger: Airomn or an ally are dealt damage by an attack or ability, but not effects, terrain, or other sources.
Effect: If Airomn isn’t your active character, he switches in from the sidelines. Then, Airomn moves up to 2 spaces directly towards the enemy and makes a light attack, dealing an additional 4 physical damage.
Optional Effect: Effect changed from light attack to heavy attack, ignoring both Action and Movement requirements in the cost.  Optional costs may still be paid.

Rally the Troops
Airomn raises the morale of his allies, sending them charging into battle with new-found courage.
(Active)
CD: 2
Cost: 1 Action
Optional Cost: 2 charges
Effect: Airomn switches out with an ally on the sidelines, and they gain the effect “Rallied!” for 3 turns.  Then, that ally may make a light attack. 
Optional Effect: Effect changed from light attack to heavy attack, ignoring any Action requirements in the cost.  Optional costs may still be paid.

“Rallied!”
(Effect – Buff)
Your light attacks and heavy attacks deal an additional 2 physical damage.

Hero’s Judgment
Pyrmyra bathes Airomn in radiant light, causing him to become temporarily invincible while building up a powerful heal for his allies.  Enemies that cut through the light weaken its heal, but are greeted by vengeance.
(Active – Ultimate)
Cost: 1 Action
Optional Cost: Any number of charges
Range: Infinite
Effect: Airomn gains the effect “Hero’s Reckoning” for 4 turns with 12 peaceful counters on it.  When “Hero’s Reckoning” expires, both Airomn and the active enemy take damage equal to half the number of vengeful counters on it.  Then each of Airomn’s allies are healed for an amount equal to the number of peaceful counters on it.
Optional Effect: Initial peaceful counters increased by 3 per charge paid.

“Hero’s Reckoning”
(Effect – Buff)
This effect cannot be removed.  Airomn cannot switch out or be forced to switch out. Whenever Airomn would be dealt damage, that damage is prevented, that many peaceful counters are removed from “Hero’s Reckoning” and that many vengeful counters are placed on “Hero’s Reckoning”.

Milqueghost

Name: Milqueghost
Word of the Day: milquetoast
Environment: Any area creeping with undeath, especially graveyards, abandoned buildings, or anyplace else haunted.
Organization: Ranges from solitary to large groups
Attacks: Performs handy tasks for the greater monster
Defenses:
is a ghost
Weaknesses:
is a milqueghost…

Background: When enemies die on the battlefield, often their souls stay bound to their corpses, slowly wasting away.  Certain powerful ghosts and demons sever these abandoned souls from their cadaverous shackles, turning lost souls into obedient milqueghost.  Out of a bit of respect and mostly fear, milqueghost will do whatever they are commanded to do out of weakness and literal spinelessness, shaking nervously the whole time.

Tactics: Milquetoast will run in a horrified panic if they are approached by most living things, whereas their fear of the living dead is paralyzing.  While milqueghost never get near an enemy, especially not near enough to attack, they do carry out whatever orders they’re given by the stronger demon or ghost.  Milqueghost are often seen carrying small chalices of blood from bodies, performing mundane tasks such as flipping switches or closing curtains, or sacrificing themselves to their greater for the purpose of some powerful ability or spell.

You don’t really fight a milqueghost so much as they are around while you’re fighting an enemy.  If you attack one directly, it will attempt to run away, but if you manage to hit it you can expect anything that can hit a ghost to instantly vaporize it.  They literally always die in a single hit, making their crippling fear somewhat justified.  While you can choose to take them out during a fight with a stronger monster so that they stop providing the monster with blood, power, or other such handiwork, sometimes you can simply kill the greater monster and cause the milqueghost to become paralyzed with fear.  Though you can easily pick them off then, if you offer a milqueghost a very bland, simple piece of food, such as a piece of bread, and then walk a healthy ways away, it’ll graciously accept your offering and often point you in the right direction, or try and find something of value to give you in return.


Hobson Goblin

Name: Hobson Goblin
Word of the Day: hobson gobson
Environment: Roaming everywhere
Organization: Ranges from solitary to small groups
Attacks: Tourism-fu
Defenses: General defenses and resistances
Weaknesses: Because of their varying fighting style and general defenses and resistances, hobson goblin don’t have much of a glaring weakness.  Adaptability lets you handle it’s off-kilter arsenal, and in many cases the hobson goblin pick up moves that don’t necessarily work together.

Background: Goblin are known for their savage culture and long-standing traditions.  While most live their entire lives never knowing much of the outside world, hobson goblin are overwhelmed with wanderlust.  Traveling far from their tribes, hobson goblin consider the open road their home, absorbing the local culture and enjoying every minute of life.  Whether or not they encounter the fabled adventuring party they hear so much about, you can be sure that they’re enjoying every minute of it.

Tactics: If you’re fighting another monster and there is a hobson goblin around, you can bet they’re going to join the fight – hobson goblin are always looking for the authentic
native experience, especially battle with an adventuring party!  A hobson goblin will always attempt to blend in, using a fighting style called tourism-fu that draws from various elements of other local monsters.  This means that for any given hobson goblin, you can expect their moveset to range from incredibly powerful to poorly mismatched.  Hobson goblin accommodate for this by having a general defense and resistance to everything, giving them a bit of defensive versatility in their travels.

Hobson goblin are interesting to fight because they combine random abilities from various native monsters into a single encounter.  Sometimes hobson goblin manage to pick up pretty deadly combos, but a lot of the time they provide a little extra damage or crowd control without much of a synergistic moveset.  The best way to deal with a hobson goblin is to pack a bit of versatility in your group, preventing any one strong random set of moves from catching you too off-guard, and preventing its ability to double some moves of the other monsters you’re fighting from getting too out of hand.

Ribbane

Name: Ribbane
Word of the Day: rapine
Environment: Anywhere there is treasure
Organization: Solitary
Attacks: Summoning flute
Defenses: High mobility, turning to stone
Weaknesses: When fighting a ribbane, you’re mostly dealing with the ribbane’s summons, as the monster itself doesn’t attack.  While there is no assured strategy that works against the ribbane’s summons, having a highly versatile team significantly increases your chances for success.

Background: Ribbane are annoying frogs that hobble around leglessly and steal people’s valuables.  Ribbane have an eye for quality, and though they’re known to constantly pilfer valuables, they only hang on to and protect the most valuable of their many treasures.  While ribbane themselves are annoying, with their summoning flute they’re known to rob throw entire cities into chaos just to obtain a particular rare item.

Tactics: A ribbane will only approach you and possibly attack you if it senses an incredibly valuable treasure in your possession, and if it steals something of yours it’ll immediate toss out its previous treasure.  Younger ribbane are more likely to attack, as their treasure is much less likely to hold any real value.  At the start of the fight, ribbane will blow their summoning flute, calling forth a multitude of various monsters.  The strength of the monsters corresponds directly to the ribbane’s age, meaning that ribbane hold a relatively stable strength-to-valuable-treasure ratio. Once the monsters are summoned, the ribbane mostly avoids enemies with its high mobility, turning to stone when enemies get too close, making it nearly impossible to damage.

Younger ribbane are annoying, but older ribbane make excellent opponents because of their valuable treasure.  It is hard to prepare to fight a ribbane, as their primary form of offense is summoning various monsters that would not normally exist within the same encounter, making versatility key.  A veteran adventurer might be strong enough to break through a weaker ribbane’s stony form, but otherwise it’s best to ignore the ribbane entirely and focus on beating the summons.  Once you have defeated the ribbane’s summons, the spell of the ribbane will shatter, turning it into a regular frog atop a treasure chest.  While collecting the treasure is obvious, the cracked flute is valued by adventurers for its ability to play a single note before crumbling, summoning a monster at random.