UPDATE 06/03/2018 - i have created these villains using Chromatics D&D villain template - they can be found here:
https://boardgamegeek.com/filepage/160813/pdf-tribals-custom..
Siamat Djinn / Wind Elemental Boss (think Siamat from wow lost city of tolvir)
HP 14
Actions:
If a Hero is within 1 tile, Chain lightning attacks +8 hit 1 dmg (keeps hitting characters for 1 dmg until a miss is rolled).
Wind attack - all heroes within 2 tiles are moved one tile in a random direction. If the Hero is unable to move in the direction determined (wall is blocking or there is no tile, the hero takes 2 dmg).
Then move Elemental Boss one tile randomly.
Special - Shield - If there is an elemental monster in play (other than Wind Elemental Boss), all damage done to Wind Elemental Boss is reduced by 2 to a minimum of 1.
Encounter set up:
3x3 tile grid. Place water elemental in top right corner and air elemental in bottom left corner. Boss starts in the middle.
Water Elemental Boss:
HP 14
Actions:
If a hero is on the same tile as Water Elemental Boss, then Water Elemental Boss attacks all heroes on the tile with Thundering Tsunami, otherwise
If a hero is within one tile of Water Elemental Boss, then Water Elemental Boss moves onto the closest heroe’s tile and attacks and all heroes on that tile with crippling wave.
Thundering Tsunami +8, 2dmg and stun
Crippling Wave +10 2dmg
Special - 1st Bloodied - When Water Elemental Boss drops below 8 HP he will immediately do a Devastating Undercurrent attack. Devastating Undercurrent attack moves all heroes within 2 tiles onto the same tile as the Water Elemental Boss and ends the current players hero phase. Each Hero then places a water cultist monster within 2 tiles of their hero. Then the villain phase for that hero starts. The newly placed water cultist do not activate for this villain phase.
Special - water absorption - If at any time a water elemental boss starts or ends it" s="" turn="" on="" the="" same="" tile="" as="" a="" water="" cultist,="" elemental="" is="" removed="" from="" board="" and="" boss="" healed="" 2="">
Ozruk Earth Elemental Boss (think of Ozruk from wow Stonecore)
HP 14
Actions:
– If a hero within one tile is stunned or immobilized, Ozruk attacks the closest hero with Feel the Strength of the Earth, otherwise
- If a hero within one tile and is poisoned, Ozruk attacks all heroes within one tile with Paralysis, otherwise
- If a hero is within one tile of Ozruk, Ozruk attacks with Break yourselves upon my body, otherwise
- Ozruk moves one tile towards the closest hero.
Strength of the Earth - +10 to hit, 4 dmg/2 miss, move onto targeted heroes tile
Paralysis - +6 hit, hero is immobilized
Break yourselves upon my body - +10 hit Attack a hero within 1 tile with the most HP (1 dmg). Make a second attack against all other heroes on the same tile as the first targeted hero (3 dmg)
Special – Any hero that successfully hits Ozruk must roll a D20, on a result of 10+ the hero is poisoned.
Champions of the Elements (Think wow Grand Champions in Argent Tournament)
Elemental Tank:
5HP
+1 Hit
3 Dmg - hit or miss move the targeted hero 1 tile
Attack hero within 1 tile with highest AC
Special: All damage reduced by 1 to a minimum of 1
Elemental Sharp Shooter:
4 HP
+10 hit, if hero within 2 tiles, target the farthest hero 2 dmg and AC reduced by 1, then move Sharp Shooter one tile
Elemental Caster:
4 HP
If a hero is within 1 tile, it attacks the closest hero with acid spray and all heroes on the tile
acid spray +7 hit 2 dmg
Elemental minotaur Shaman (think the dead mines minotaur boss from wow) (12HP)
Attacks:
Bull Rush: If there is a player within 1 tile that is immobilized, Elemental minotaur Shaman will attack the nearest immobilized hero and all heroes on that tile with Bull Rush. Bull Rush does 3 Dmg and move 1 tile / miss 1 dmg.
Double Cleaver Attack: if a hero is within 1 tile, minotaur shaman will move to that tile and attack one hero and make a second attack against a different hero on that tile. Cleaver attack 2 dmg / 0 miss
Special:
1st bloodied: When Elemental minotaur Shaman drops below 8 HP he will immediately do a Thunder Stomp. Thunder Stomp immobilizes all heroes within 2 tiles and end the current players hero phase. Cleaver attacks is increased by +2 to hit and +1 dmg
2nd bloodied: When Elemental minotaur Shaman drops below 4 HP he will immediately do a Thunder Stomp. Thunder Stomp immobilizes all heroes within 2 tiles and end the current players hero phase. Cleaver attacks is increased by +4 to hit and +2 dmg
This villain design will encourage the hero team will need to think about timing when hurting the Shaman below a bloodied threshold or be at risk of the Shaman Bull Rushing multiple players for lots of damage.
Fire Elemental Boss (14hp):
At the beginning of the fight, each player places one small fire elemental in the Boss chamber. Then each villain phase, the Fire Boss summons 1 small fire elemental each villain activation. Each small fire elemental has an aura that hurts players (1 dmg) on its tile when it activates. The idea being that the players will need to determine a strategy to manage the adds or be overwhelmed by them.
Once Fire Elemental Boss drops below a certain health (say 6 HP) the Fire Elemental Boss starts attacking with a flame aura that hits all heroes within 2 tiles and does 2 dmg / 1 miss in addition to its regular attacks. This design will encourage players to save some heavy hitting abilities and time them (DPS race) at the end of the fight.
I am planning to play test these draft villains over the next couple of weeks. Any ideas, suggestions are welcome.