Fossil Cryptic
Level 2 SoloMight
3Agility
2Reason
1Intuition
1Presence
0Solo Monster
Solo Turns The cryptic takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the cryptic can take one action and one maneuver per turn.
End Effect At the end of their turn, the cryptic can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.
Churning Trunk
The cryptic emits a 1 aura of swirling debris that obscures their form. Any enemy who enters the aura for the first time in a round or starts their turn there takes 5 damage. Ranged abilities that target the cryptic have a bane.
Seismic Step
The cryptic ignores difficult terrain. Additionally, they have line of effect to concealed creatures touching the ground.
Sand Slam (Action) ♦ 2d10 + 3 ♦ Signature
A<1 prone 12—16: 12 damage;
A<2 prone and can’t stand (EoT) 17+: 15 damage;
A<3 prone and can’t stand (save ends)
Each enemy within 1 square of the target takes 2 damage.
Stone Bone Storm (Action) ♦ 2d10 + 3
M<1 push 2 12—16: 7 damage;
M<2 prone 17+: 10 damage;
M<3 prone
The cryptic reforms their body and appears in an unoccupied space within the line.
Shatterstone (Action) ♦ 2d10 + 3 ♦ 5 Malice VP
The cryptic burrows up to half their speed, then creates the burst when they breach the surface.
push 2 12—16: 9 damage;
push 3;
prone 17+: 12 damage;
push 4;
prone
Stoneshift (Maneuver)
Slide 3.
The distance of the ability becomes Ranged 10 and the slide increases to slide 6.
Dissipate (Triggered Action) ♦ 1 Malice VP
The cryptic halves the damage, ignores any additional effects associated with it, and shifts up to 3 squares.
First Warning Quake (Villain Action 1)
Each target makes a Might test.
Final Warning Fissure (Villain Action 2)
Each target makes an Agility test.
prone 12—16: 5 damage 17+: The target moves to the nearest unoccupied space outside the area.
The area drops 2 squares. Each enemy in the area falls, while allies of the fossil cryptic drop safely. The affected area then becomes difficult terrain.
No Escape (Villain Action 3) ♦ 2d10 + 3
The cryptic makes an initial power roll that calls down stone pillars from the ceiling.
prone;
M<1 restrained (save ends) 12—16: 9 damage;
prone;
M<2 restrained (save ends) 17+: 12 damage;
prone;
M<3 restrained (save ends)
The cryptic then makes a final power roll that raises stone pillars from the floor. Distance Ranged 10 Target Two creatures or objects on the ground
vertical slide 2 12—16: 3 damage;
vertical slide 4 17+: 4 damage;
vertical slide 8 or the target is restrained against the ceiling (save ends)