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Dread Lich
An undead sorcerer king who uses death magic.
Dread Lich · Cinder Demon · Baleful Eye · Sunken Horror · Goblin

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An undead sorcerer king who uses death magic.
The lich can hold 5 souls instead of 3.
Unlocks the Necrotic Aura (every 30s). For 15s, foes get Level Drain and your undead +2 Battle. Up to 3 who die in it rise as skeletons.
Necrotic Aura → Shared Vitality
Souls of the dead within 6 tiles heal wounded skeletons, 1 wound level per soul, one soul every 5 s. A wounded lich gets souls first.
Necrotic Aura → Deeper Drain
Enemies in the Necrotic Aura get -2 to combat and contest rolls instead of -1.
Necrotic Aura → Fuller Host
Your Boss can keep up to 5 skeletons at once instead of 3.
+3 to every Block roll, so hits on the lich do less damage.
When an enemy reaches your lich in melee, the lich teleports up to 5 tiles away. Once every 30s.
Necrotic Bolt also fires at a second enemy within 3 tiles of the first target. Each bolt rolls to hit separately.
Necrotic Bolt paralyzes an enemy it wounds for 3s, unless they beat your Boss in an Occult roll. Enemies it kills become your skeletons.
Your lich comes back 2 days after death, beside the Phylactery Crystal, with their level and upgrades. Without the crystal, they stay dead.

A horned demon in red plate, with a spined tail and a great sword.
When an Ablaze enemy dies within 3 tiles of the demon, the demon's worst wound gets 1 level less serious.
Cinder Feast → Kindled Rage
+1 to hit for each Ablaze enemy within 10 tiles of the demon, up to +3.
Unlocks Cleave, usable every 15s. One swing attacks every enemy in a 3-tile cone in front of the demon.
Cleave → Powerful Cleave
Every enemy that Cleave hits is knocked down for 2 seconds.
Burns anyone who attacks your Boss up close, for medium damage, even when the attack misses.
Cinder Aura → Ashen Skin
+4 to every Block roll, so hits on the demon do less damage.
In a fight, your Boss leaves a trail of fire. Each tile burns for 4 seconds and sets anyone on it Ablaze, your minions too.
Flaming Steps → Choking Smoke
When the fire trail from Flaming Steps sets an enemy Ablaze, that enemy is also Blinded for 2 seconds.
Your Boss dashes up to 4 tiles at an enemy every 30s, with +3 to hit and +3 damage. Enemies beside your Boss are knocked down.
Unlocks Burning Weapons, usable every 60s. For 20s, weapon hits from your Boss and allies within 5 tiles of your Boss make enemies Ablaze.

A floating eye with many eye stalks.
Unlocks the Petrifying Gaze, usable every 15s. Its 5-tile ray holds a target in place. If they lose a second roll, they turn to stone.
Petrifying Gaze → Longer Reach
The Petrifying Gaze reaches 8 tiles instead of 5.
Unlocks the Telekinetic Ray. It lifts an enemy within 5 tiles, holds them in the air, then throws them 3 tiles.
Telekinetic Ray → Twin Tether
The Telekinetic Ray also seizes and throws the nearest other enemy within 3 tiles of its target.
The Annihilation Ray gets +3 on its damage rolls instead of +2.
The Annihilation Ray can be used every 10 seconds instead of every 15.
Sees in the dark. Sneak attacks on your Boss get no bonus. Enemies get -1 to resist the Petrifying Gaze and Telekinetic Ray.
Enemies within 8 tiles in front of the eye must beat it in an Occult roll to cast a spell. If they lose, the spell fails.
+3 to every Dodge roll, so attacks miss the eye more often. Also moves 25% faster.
+2 to hit and +2 damage against a target with no body armor.

A winged, octopus-like horror on a thick stem, with three black flames like a crown.
Unlocks Terror Wave, usable every 30s. Foes within 5 tiles that lose the roll flee in Dread for 5 seconds.
Terror Wave → Crushing Dread
Every enemy that loses the Terror Wave roll also gains 2 despair.
Unlocks the Dread Aura, which can make nearby enemies Shaken and add despair. While it is on, a fake tentacle rises every 2s to draw hits.
Tentacle Field → Clinging Tentacles
An enemy that hits a fake tentacle in melee is Rooted for 2 seconds. Ranged attacks and spells only destroy the tentacle.
Tentacle Field → Drag Under
Every 30s, a fake tentacle from Tentacle Field grabs an enemy beside it and pulls the enemy to your Boss. The enemy can dodge the grab.
Each head your Boss eats during a fight gives +2 to combat and contest rolls, not +1. After the fight, each head gives +1 again.
Your Boss tries to control an enemy within 3 tiles every 30 seconds. That enemy fights for your Boss until either one dies. Up to 3 at once.
Dominate → Swift Domination
Dominate can be used every 10 seconds instead of every 30, with +1 to its roll.
Dominate → Living Shield
When an enemy's weapon hits your Boss, a dominated enemy within 3 tiles of your Boss takes the damage instead. This works once every 10s.
+3 to every Dodge roll, so attacks miss the horror more often.
Works 50% faster than other races, but botches more often.
Works and fights better beside other kobolds. If they spend less than 1 hour a day within 8 tiles of another kobold, they can grumble.
Wounds never slow an orc's work or movement. Lashing has no effect on orcs. They lose 1 spite for each knockout or kill they help with.
Any meat refills their Food completely, even humanoid meat, with no grumble. They get hungry 1.5x as fast as other races.
Sees in the dark and hides well. Works faster and botches less when alone in a room, or when no other minion is within 6 tiles.
Can't be knocked back, and enemies can't push past them. Minions of other races grumble when they share quarters with an ogre.