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Victory Unchained

Campaign finale — free Nike beneath Etna, then rebind Typhon before the sky breaks.
Campaign finale · ~4 hours · 2 encounters · 6× Level 12
Win: Free Nike; rebind Typhon (do not kill)
Lose: Typhon free / Nike chained
QG: Iris · Maguffin: Fillet of Unclaimed Victory · Ally: Pyra
"Wear the unfinished crown into the dark. When Victory breathes, the knot will hold — and the horn will answer."

Stakes

Major Beats

  1. Iris / Fillet / Etna descent
  2. Jailbreak Nike; Wake Clock; blessing
  3. Phase 1 Typhon half-bound
  4. Horn → helpers; Rebinding
  5. Epilogue farewells
This is the campaign’s last stand. Iris finds the Theronauts in Misthaven mist and opens a path into the root-forges of Mount Etna , where Nike — Victory herself — hangs in volcanic iron. Titan-kin jailers keep her silent so that no triumph can be declared against the storm sleeping below. Freeing Nike is necessary. It is also the trigger: her chains share a lock-root with Typhon . When Victory’s wrists open, the Father of Monsters begins to snap the remainder of his bindings. Nike cannot strike him — no god may, this day — but she can still bless the party and blow the Horn of Allies , calling every debt the campaign has earned into Phase 2 of the final battle.

Stakes

Creature / Enemy List

CreatureCounts / Notes
Slag-Hound2 · 4 · 6 · Enc. 1
Titan-Kin Chain-Guard2 · 3 · 4 · Enc. 1
Captain Orthos1 · 1 · Enc. 1 elite
Typhon1 · Enc. 2 · rebind, don’t kill
Pyra1 · 1 · Recruit Enc. 1
Helpers (menu)1 row per player · Enc. 2 Phase 2

DM Tips

ENC 1 — Root-Forge (Hard, ~90–110m)

Orthos + 3 guards + 4 hounds · 3 locks · false lock · recruit Pyra · Wake Clock

ENC 2 — Typhon (Hard finale, ~100–120m)

Phase 1: 2 LA, half breath · Phase 2: Horn, 3 LA, Storm Crown · HP 1400 power fantasy

Helper rules

Extra Encounter Detail (from session guide)

ENC 1

ENC 2

Quick combat reference

Pacing helpers

HELPER MENU

Cerberus (Huge · CR 11)

  • Three-headed gate-hound (resurrected breath of Persephone, or a dream-shape from Morpheus).
  • Play: Tanky multi-bite controller. Grapple / knock prone; frighten with howls. Slow, hard to ignore. Alternate rounds: park him on Typhon’s forelimb and force saves.

Hecatoncheires (Briareus-echo) (Huge · CR 12)

  • Hundred-handed giant-echo (sunforge ghost / Asclepius-knit remnant — not the full mythic binding).
  • Play: Artillery brute: many weaker strikes or one crushing volley. Great vs. adds and chain-anchors. Feels like playing a siege engine.

Sphinx (Huge · CR 10)

  • Winged riddler-guardian loaned by Athena’s dream or a temple statue given breath.
  • Play: Skirmish caster: fly, claw, one roar/frighten, minor control spells. Plays like a battlefield controller who also punches.

Talos of Crete / Colossus of Rhodes (Huge · CR 13)

  • Bronze colossus (Hephaestus-spark or Rhodes’ dream-colossus walking).
  • Play: Siege tank: high AC, slam/hurl, object-breaker. Slow reposition. Ideal for holding a flank while PCs focus Typhon’s heads.

Roc (Huge · CR 10)

  • Mountain-bird raised from death-sleep by Persephone’s leave, or Morpheus-wing.
  • Play: Mobile artillery: snatch, drop, buffet. Controls vertical space. Fragile vs. focused fire — hit-and-run, don’t stand still.

Kreon, Spellcasting Minotaur (Huge* · CR 10)

  • Labyrinth archmage in minotaur shape (*Large; counts as ‘huge threat’ for balance).
  • Play: Full-caster hybrid: blast, wall, counterspell-lite. Plays like a wizard with a gore attack — glassier than Talos.

Knight Minotaur + Cyclops duo (Huge group · CR 11)

  • Armored labyrinth champion paired with two war-cyclopes (one player controls the trio as a unit).
  • Play: Melee wedge: knight locks, cyclopes smash. Simple, reliable damage and shoves. Good for players who want ‘charge and hit.’

Lernaean Hydra (Huge · CR 11)

  • Resurrected coil (Asclepius) or dream-hydra — heads matter; fire still cauterizes.
  • Play: Multiattack machine. Manage heads; cauterize if Typhon’s fire severs them. High damage, messy positioning.

Euryale (or Medusa) (Huge* · CR 9)

  • Gorgon sister (*Large). Stone-gaze weaponized carefully — allies warn before looking.
  • Play: Debuff queen: gaze (avert / mirror rules), bow, snake-hair. Plays like a control sniper; coordinate so PCs don’t get petrified.

Echidna (Bound Aspect) (Huge · CR 14)

  • Mother of Monsters in a leash-aspect — not full lair power; Persephone’s bargain holds her to one battle.
  • Play: Boss-lite: constrict, poison, call 1–2 small brood once. Extremely strong — treat as a ‘take if your table wants spectacle.’

Chariot of Apollo (with driver-shade) (Huge · CR 10)

  • Sun-chariot called for one flight; a shade of Phaethon’s better choice holds the reins.
  • Play: Mobile platform + radiant strafing. Carry 1–2 PCs; burn Typhon’s storm-clouds. High risk if the chariot is struck.

Pandora (Human-sized · CR 8)

  • The first woman — jar sealed, hope kept. She opens only what the battle needs.
  • Play: Support face: once-per-battle jar tricks (heal surge, condition cleanse, or brief enemy dread). Soft control + clutch buffs.

Orpheus (Human-sized · CR 8)

  • The singer who moved the dead — lyre ready.
  • Play: Battlefield bard: charm/frighten Typhon’s lesser manifestations, grant temp HP, interrupt a legendary roar with a counter-song.

Heracles (Human-sized · CR 13)

  • The demigod himself — mortal-strong, present as ally, not boss.
  • Play: Premier striker: club/bow, legendary-feel multiattack, athletics monster. Simple for the player: move, hit hard, smash a chain.

Leonidas (Human-sized · CR 10)

  • King of the Hot Gates — shield and spear.
  • Play: Defensive captain: mark a foe, grant allies AC, stand immovable. Plays like a banner-paladin without the spells.

Atalanta (Human-sized · CR 9)

  • Peerless huntress.
  • Play: Mobile archer: sharpshoot, trip, mark quarry. Excels at sniping Typhon’s eyes/hands while staying clear.

Achilles (Human-sized · CR 11)

  • Best of the Achaeans — heel as the only fear.
  • Play: Glass cannon duelist: highest single-target damage, resistance to most blows until heel is targeted (Typhon may learn…).

Bellerophon on Pegasus (or Griffin) (Human-sized* · CR 10)

  • Rider + mount as one helper unit.
  • Play: Aerial lancer: fly-by gore/lance, reposition allies’ bombs. Plays like a flying skirmisher; mount can Dash.

Satyr Revel-Band (unit) (Army · CR 8)

  • 6–8 satyrs as one unit (pipes, spears, chaos).
  • Play: Harass & debuff: short rests of mirth (remove frighten), pack attacks, board-control. Low HP pool; high annoyance.

Leonin Pride (unit) (Army · CR 9)

  • 5–6 leonin warriors as one unit.
  • Play: Melee pack: pounce, pack tactics, roar. Reliable mid-damage; good for pinning a Typhon limb.

Centaur Lance (unit) (Army · CR 9)

  • 4–5 centaurs as one unit.
  • Play: Hit-and-run cavalry: charge, kiting, bows. Control the outer ring of the crater.

Minotaur Phalanx (unit) (Army · CR 10)

  • 4 minotaur hoplites as one unit.
  • Play: Heavy infantry: greataxes, reckless, hold a gate. Simple and brutal.

Cyclopean Levy (unit) (Army · CR 9)

  • 5 human-scale cyclopeans as one unit.
  • Play: Throwers & brutes: rocks, axes, siege assist. Mid durability; strong vs. terrain/chains.

Amazon Wing (unit) (Army · CR 9)

  • 6 Amazons + 1 captain as one unit.
  • Play: Disciplined skirmishers: spears/bows, phalanx step, focus-fire. High coordination ceiling.

Spartan Hoplites (unit) (Army · CR 10)

  • 8 Spartan hoplites as one unit (Leonidas may stack if another player took him).
  • Play: Shield wall: high AC formation, spears, Hold the Line reaction. Best pure defense helper.

ALLY STAT LINES (quick)

ALLY CARDS

Cerberus

Huge Monstrosity · CR 11 · Helper · Three-headed hound · Persephone’s leave

AC 18 | HP 220 | Speed 50 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +914 +2 +218 +4 +86 −2 −214 +2 +210 +0 +0

Saving Throws: Str +9, Con +8 · Senses: darkvision 120 ft., scent

Helper — Alternate Turns. Controlled on helper turns only. Counts as one ally body.

Three Heads. Advantage on Perception. Multiattack uses three bites (different heads). Cannot be surprised.

Gatekeeper. While Cerberus grapples a creature, that creature has disadvantage on attacks vs. anyone but Cerberus.

Actions

Multiattack. Three bites.

Bite. +10 to hit, reach 10 ft., 16 (2d10 + 5) piercing plus 7 (2d6) poison. Large or smaller: DC 17 Str save or grappled (escape DC 17; Cerberus can grapple up to three).

Triple Howl (Recharge 5–6). Each enemy within 30 ft. DC 16 Wis save or frightened until end of its next turn.

Hecatoncheires (Briareus-echo)

Huge Giant · CR 12 · Helper · Hundred-hand echo · Not the full binding

AC 17 | HP 260 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv22 +6 +1110 +0 +020 +5 +1010 +0 +012 +1 +112 +1 +1

Saving Throws: Str +11, Con +10

Helper — Alternate Turns. Controlled on helper turns only.

Siege Echo. Double damage to objects and chain-anchors.

Hundred Hands, Staged. Choose Volley or Crush each turn — not both.

Actions

Volley of Blows. Six slam attacks +11 to hit, reach 15 ft., 13 (2d6 + 6) bludgeoning each.

Crushing Volley (Recharge 5–6). One attack +11 to hit, reach 15 ft., 45 (6d12 + 6) bludgeoning; Huge or smaller DC 19 Str save or prone and restrained until end of Hecatoncheires’ next turn (escape DC 19).

Anchor Tear. Instead of attacking: deal 40 damage to a chain-anchor within 15 ft. (no roll).

Sphinx

Large Monstrosity · CR 10 · Helper · Winged guardian

AC 17 | HP 180 | Speed 40 ft., fly 60 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +415 +2 +216 +3 +316 +3 +316 +3 +718 +4 +8

Saving Throws: Wis +7, Cha +8 · Spell save DC 16

Helper — Alternate Turns. Controlled on helper turns only.

Inscrutable. Immune to charm; thoughts can’t be read.

Actions

Multiattack. Two claws; may replace one with Roar if available.

Claw. +8 to hit, 13 (2d8 + 4) slashing.

Roar (1/battle). Each enemy within 60 ft. DC 16 Wis save or frightened 1 minute (repeat save at end of turns).

Spellcasting. At-will: detect magic , minor illusion . 2/battle: hold monster (DC 16), lightning bolt (8d6, DC 16 Dex).

Talos of Crete / Colossus of Rhodes

Huge Construct · CR 13 · Helper · Bronze colossus

AC 20 | HP 280 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv24 +7 +128 −1 −122 +6 +116 −2 −210 +0 +08 −1 −1

Saving Throws: Str +12, Con +11 · Immunities: poison, psychic; exhaustion

Helper — Alternate Turns. Controlled on helper turns only.

Immutable Form. Cannot be shapechanged.

Siege Monster. Double damage to objects and chain-anchors.

Molten Vein. When hit by melee, attacker takes 7 (2d6) fire (once/round).

Actions

Multiattack. Two slams.

Slam. +12 to hit, reach 15 ft., 25 (4d8 + 7) bludgeoning.

Hurl Bronze (Recharge 5–6). +12 to hit, range 60/180 ft., 32 (6d8 + 7) bludgeoning; target DC 19 Str save or prone.

ALLY CARDS (cont.)

Sinbad on Roc

Gargantuan Monstrosity · CR 10 · Helper · Sinbad + Roc (Serendib or Morpheus)

AC 15 | HP 200 | Speed 20 ft., fly 120 ft.

STRDEXCONINTWISCHA
sc md sv28 +9 +910 +0 +020 +5 +53 −4 −412 +1 +19 −1 −1

Skills: Perception +9

Helper — Alternate Turns. Controlled on helper turns only.

Sinbad Saddle. Sinbad rides (drive-off bird or egg-hatchling). Shares initiative; once/round may tip Roc-Lore instead of a Roc attack.

Flyby. Does not provoke when flying out of reach.

Keen Sight. Advantage on Perception relying on sight.

Actions

Multiattack. Two beak attacks, or one beak and one Talons.

Beak. +14 to hit, reach 10 ft., 27 (4d8 + 9) piercing.

Talons. +14 to hit, reach 5 ft., 23 (4d6 + 9) slashing. Huge or smaller: grappled (escape DC 19). Roc can move while grappling.

Buffet (Recharge 5–6). Each creature in a 30-ft cone DC 19 Str save or 21 (6d6) bludgeoning and pushed 20 ft.

Kreon, Spellcasting Minotaur

Large Monstrosity · CR 10 · Helper · Labyrinth archmage

AC 16 | HP 170 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +116 +3 +318 +4 +814 +2 +612 +1 +1

Saving Throws: Int +8, Wis +6 · Spell save DC 16 · Spell attack +8

Helper — Alternate Turns. Controlled on helper turns only.

Labyrinthine Recall. Cannot get lost; advantage on saves vs. illusion.

Glass Cannon. No heavy armor — position carefully.

Actions

Gore. +8 to hit, 13 (2d8 + 4) piercing.

Spellcasting. At-will: fire bolt (3d10), mage hand . 3/battle total among: fireball (8d6), counterspell , wall of force (1 round only), haste (self or one ally).

Arcane Gore (1/battle). Gore, then immediately cast fire bolt at the same target with advantage.

Knight Minotaur + Cyclops Duo

Huge group unit · CR 11 · Helper · Knight + 2 cyclopes (one initiative)

AC 18 | HP 240 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +510 +0 +018 +4 +48 −1 −112 +1 +110 +0 +0

Unit: Shared HP pool. Acts as one helper on helper turns.

Helper — Alternate Turns. One player controls the whole wedge.

Wedge Formation. While HP > half, +1 AC. At half HP, lose one cyclops attack from Multiattack.

Actions

Multiattack. Knight greataxe + two cyclops clubs (three attacks).

Greataxe (Knight). +10 to hit, 18 (2d12 + 5) slashing.

Club (Cyclops). +10 to hit, reach 10 ft., 16 (2d10 + 5) bludgeoning. Once per turn, shove 10 ft. on a hit (no save) vs. Large or smaller.

Rock (1/turn). Instead of one club: +10 to hit, range 30/120 ft., 23 (4d8 + 5) bludgeoning.

Lernaean Hydra

Huge Monstrosity · CR 11 · Helper · 5 heads (max 8)

AC 15 | HP 210 | Speed 30 ft., swim 30 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +512 +1 +120 +5 +52 −4 −410 +0 +07 −2 −2

Starts with 5 heads. Multiattack = number of heads.

Helper — Alternate Turns. Controlled on helper turns only.

Multiple Heads. Adv on saves vs. blind/deaf/stun/charm while >1 head. Sever a head on a single hit of 25+ damage (or called shot).

Regrow. If a stump isn’t dealt fire/acid before end of hydra’s next turn, grow two heads (max 8).

Reactive Heads. 1 OA reaction per head.

Actions

Multiattack. One bite per head (max 8).

Bite. +10 to hit, reach 10 ft., 10 (1d10 + 5) piercing.

ALLY CARDS (cont.)

Euryale (or Medusa)

Large Monstrosity · CR 9 · Helper · Gorgon sister

AC 16 | HP 170 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +118 +4 +416 +3 +314 +2 +214 +2 +216 +3 +3

Skills: Deception +7, Stealth +8 · Senses: darkvision 60 ft.

Helper — Alternate Turns. Controlled on helper turns only.

Petrifying Gaze. Creature that starts turn seeing her eyes within 30 ft.: DC 15 Con save or restrained (stone-flesh). Repeat save next turn: fail = petrified; success ends. Avert eyes = disadvantage on attacks vs her. Allies: warn before looking — no friendly petrify unless they choose to meet her gaze.

Actions

Multiattack. Two snake-hair bites or two shortbow attacks.

Snake Hair. +8 to hit, 7 (1d6 + 4) piercing plus 14 (4d6) poison.

Shortbow. +8 to hit, range 80/320 ft., 7 (1d6 + 4) piercing plus 7 (2d6) poison.

Freezing Glance (Recharge 5–6). One creature within 60 ft. that can see her: DC 15 Con save or restrained until end of its next turn (not full petrify).

Echidna (Bound Aspect)

Huge Monstrosity · CR 14 · Helper · Mother on a leash

AC 18 | HP 260 | Speed 40 ft., swim 40 ft.

STRDEXCONINTWISCHA
sc md sv22 +6 +1114 +2 +220 +5 +1014 +2 +216 +3 +816 +3 +3

Saving Throws: Str +11, Con +10, Wis +8 · Spell save DC 16

Helper — Alternate Turns. Controlled on helper turns only.

Bound Aspect. Persephone’s bargain: no Call Brood beyond the once-per-battle option; cannot summon Typhon/Cerberus.

Spectacle Pick. Strongest raw helper — still one body, one turn.

Actions

Multiattack. One constrict and one bite, or two bites.

Constrict. +11 to hit, reach 15 ft., 20 (3d8 + 6) bludgeoning and grappled (escape DC 19).

Bite. +11 to hit, reach 10 ft., 17 (2d10 + 6) piercing plus 14 (4d6) poison.

Call Brood (1/battle). Summon 2 brood minions (AC 14, HP 40, +7 to hit, 12 damage) in spaces within 30 ft. They act on her helper turn as part of her Multiattack budget (replace her attacks that turn with their attacks if preferred).

Chariot of Apollo

Huge celestial vehicle · CR 10 · Helper · Sun-chariot + driver-shade

AC 17 | HP 190 | Speed fly 90 ft. (hover)

STRDEXCONINTWISCHA
sc md sv18 +4 +416 +3 +316 +3 +312 +1 +114 +2 +216 +3 +3

Crew: Driver-shade included. Can carry 2 Medium riders.

Helper — Alternate Turns. Controlled on helper turns only.

Sun Platform. Riders have half cover. If chariot drops to 0 HP, riders fall (DC 15 Dex for half of 6d6).

Radiant Wake. Ignores storm difficult terrain; sheds bright light 30 ft.

Actions

Solar Strafe. Move up to fly Speed; each creature in a 60-ft line once this turn DC 16 Dex save or 28 (8d6) radiant (half on success).

Trampling Hooves. +9 to hit, 18 (3d8 + 4) bludgeoning plus 9 (2d8) radiant.

Flare (Recharge 5–6). Each enemy within 20 ft. DC 16 Con save or blinded until end of its next turn.

Pandora

Medium Humanoid · CR 8 · Helper · First woman · Jar sealed

AC 15 | HP 140 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv10 +0 +014 +2 +214 +2 +214 +2 +216 +3 +718 +4 +8

Saving Throws: Wis +7, Cha +8 · Skills: Insight +7, Persuasion +8

Helper — Alternate Turns. Controlled on helper turns only.

Hope Kept. Jar stays sealed except for listed tricks — she will not empty it.

Actions

Scepter Strike. +6 to hit, 7 (1d8 + 3) bludgeoning plus 7 (2d6) psychic.

Jar Trick (3/battle, pick each time). 30 ft.: (1) one ally regains 28 (8d6) HP; (2) end one condition on an ally; (3) one enemy DC 16 Wis save or frightened and take 18 (4d8) psychic.

Inspiring Presence. Allies within 10 ft. have advantage on saves vs. frighten.

ALLY CARDS (cont.)

Orpheus

Medium Humanoid · CR 8 · Helper · Legendary bard

AC 14 | HP 130 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv10 +0 +014 +2 +212 +1 +114 +2 +216 +3 +720 +5 +9

Saving Throws: Wis +7, Cha +9 · Spell save DC 17

Helper — Alternate Turns. Controlled on helper turns only.

Counter-Song. Reaction: when Typhon uses Cataclysm Breath or Triple/Howl-like frighten, force him to reroll the recharge or impose disadvantage on the save DC check — once/battle, cancel one breath entirely (Nike smiles).

Actions

Lyric Strike. +6 to hit, 5 (1d6 + 2) plus 9 (2d8) thunder.

Battle Hymn. Allies within 30 ft. gain 15 temp HP (1/battle) or each ally may immediately move 10 ft. without provoking.

Dirge of Chains (Recharge 5–6). Typhon or one enemy DC 17 Cha save or have disadvantage on attacks until end of Orpheus’s next helper turn; on fail, also take 22 (5d8) psychic.

Heracles

Medium Demigod · CR 13 · Helper · Premier striker

AC 18 | HP 200 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv24 +7 +1214 +2 +220 +5 +1012 +1 +114 +2 +216 +3 +3

Saving Throws: Str +12, Con +10 · Skills: Athletics +12

Helper — Alternate Turns. Controlled on helper turns only.

Labors Remembered. Once/battle, ignore one instance of resistance to bludgeoning/piercing/slashing on a hit.

Power Fantasy. Hit hard. Smash anchors. Simple turn loop.

Actions

Multiattack. Three club attacks or two club and one bow.

Olive-Wood Club. +12 to hit, 18 (2d10 + 7) bludgeoning. Once per turn, deal +11 (2d10) on a hit.

Bow of Eurytus. +9 to hit, range 150/600 ft., 14 (2d8 + 5) piercing.

Anchor Breaker. Instead of Multiattack: one automatic 50 damage to a chain-anchor within 5 ft.

Leonidas

Medium Humanoid · CR 10 · Helper · King of the Hot Gates

AC 20 | HP 180 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +814 +2 +218 +4 +412 +1 +116 +3 +716 +3 +3

Saving Throws: Str +8, Wis +7 · Skills: Athletics +8, Insight +7

Helper — Alternate Turns. Controlled on helper turns only.

Hot Gates Stance. While not incapacitated, allies within 10 ft. gain +1 AC.

Immovable. Advantage on saves vs. shove/prone; cannot be moved against his will while conscious.

Actions

Multiattack. Two spear attacks.

Spear. +9 to hit, 11 (1d8 + 7) piercing. Mark the target: it has disadvantage on attacks vs. creatures other than Leonidas until his next helper turn.

Hold the Line (Reaction). When an ally within 10 ft. is hit, grant +4 AC against that attack (1/round).

Molon Labe (1/battle). Allies within 30 ft. gain resistance to bludgeoning/piercing/slashing until Leonidas’s next helper turn.

Atalanta

Medium Humanoid · CR 9 · Helper · Peerless huntress

AC 17 | HP 150 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +220 +5 +514 +2 +212 +1 +116 +3 +312 +1 +1

Skills: Acrobatics +9, Perception +7, Survival +7

Helper — Alternate Turns. Controlled on helper turns only.

Sharpshooter Huntress. No disadvantage at long range; ignore half/three-quarters cover with her bow.

Actions

Multiattack. Three longbow attacks.

Longbow. +11 to hit, range 150/600 ft., 14 (1d8 + 10) piercing. Once per turn, knock Large or smaller prone (DC 16 Str save) or mark quarry (+1d8 on her next hit vs it).

Called Shot — Eye/Hand (1/battle). Vs Typhon: +11 to hit, 24 (3d8 + 10) piercing and he has disadvantage on his next breath or slam.

ALLY CARDS (cont.)

Achilles

Medium Humanoid · CR 11 · Helper · Best of the Achaeans

AC 18 | HP 160 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +1018 +4 +918 +4 +412 +1 +114 +2 +216 +3 +3

Saving Throws: Str +10, Dex +9 · Skills: Athletics +10

Helper — Alternate Turns. Controlled on helper turns only.

Almost Invulnerable. Resistance to bludgeoning, piercing, slashing. Heel: if a critical hit or called shot targets his heel (Typhon can learn this after round 2 of Phase 2), he loses the resistance until healed by Pandora/Orpheus jar/hymn.

Glass Cannon Pride. Highest single-target spikes — don’t hide him.

Actions

Multiattack. Three spear attacks.

Pelion Ash Spear. +11 to hit, 16 (2d8 + 7) piercing. Once per turn, +14 (4d6) on a hit.

Aristeia (1/battle). Move up to Speed without provoking and make four spear attacks.

Bellerophon on Pegasus (or Griffin)

Large unit · CR 10 · Helper · Rider + mount (one body)

AC 17 | HP 170 | Speed 10 ft., fly 90 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +416 +3 +316 +3 +312 +1 +114 +2 +214 +2 +2

Unit: Rider and mount share HP and turn.

Helper — Alternate Turns. Controlled on helper turns only.

Flyby Lance. Does not provoke when flying out of reach.

Actions

Multiattack. Two lance attacks, or one lance and one mount gore/beak.

Lance. +9 to hit, reach 10 ft., 15 (1d12 + 9) piercing; +9 (2d8) if he moved 20+ ft. toward the target this turn.

Mount Strike. +9 to hit, 12 (2d6 + 5) piercing.

Sky Drag (Recharge 5–6). On a lance hit vs Large or smaller, DC 16 Str save or target is carried 30 ft. with him (grappled).

Satyr Revel-Band

Medium unit · CR 8 · Helper · 6–8 satyrs (shared pool)

AC 15 | HP 160 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv12 +1 +116 +3 +314 +2 +210 +0 +012 +1 +116 +3 +3

Unit: Shared HP. 4 attack rolls per helper turn.

Helper — Alternate Turns. One player controls the band.

Mirth. Once/battle: end frightened on all allies within 30 ft.

Actions

Pack Poke. Four shortsword or shortbow attacks +7 to hit, 8 (1d6 + 5) damage.

Pipes of Discord (Recharge 5–6). Enemies in 20 ft. DC 14 Wis save or disadvantage on attacks until end of band’s next turn.

Leonin Pride

Medium unit · CR 9 · Helper · 5–6 leonin (shared pool)

AC 16 | HP 180 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +414 +2 +216 +3 +310 +0 +012 +1 +112 +1 +1

Unit: Shared HP. Pack tactics.

Helper — Alternate Turns. One player controls the pride.

Pack Tactics. Advantage on attacks if another pride member (unit) is within 5 ft. of the target — treat as always on vs. Typhon’s limb zones.

Actions

Multiattack. Four claw/spear attacks +9 to hit, 11 (1d8 + 7) slashing.

Pride Roar (Recharge 5–6). Enemies within 30 ft. DC 15 Wis save or frightened until end of pride’s next turn.

Pounce Pin. Once per turn on a hit: Large or smaller DC 15 Str save or prone.

ALLY CARDS (cont.)

Centaur Lance

Large unit · CR 9 · Helper · 4–5 centaurs (shared pool)

AC 15 | HP 170 | Speed 50 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +414 +2 +214 +2 +210 +0 +012 +1 +110 +0 +0

Unit: Shared HP. Cavalry skirmish.

Helper — Alternate Turns. One player controls the lance.

Charge. If the unit moves 20+ ft. straight toward a target, first hit this turn +9 (2d8) damage.

Actions

Multiattack. Three pike attacks and one longbow, or four longbow.

Pike. +9 to hit, reach 10 ft., 12 (1d10 + 7) piercing.

Longbow. +7 to hit, range 150/600 ft., 9 (1d8 + 5) piercing.

Minotaur Phalanx

Large unit · CR 10 · Helper · 4 minotaur hoplites (shared pool)

AC 17 | HP 200 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +510 +0 +018 +4 +47 −2 −212 +1 +18 −1 −1

Unit: Shared HP. Reckless brutes.

Helper — Alternate Turns. One player controls the phalanx.

Reckless. Unit may gain advantage on all melee attacks this turn; attacks vs it have advantage until its next helper turn.

Actions

Multiattack. Four greataxe attacks +10 to hit, 18 (2d12 + 5) slashing.

Labyrinth Rush (Recharge 5–6). Move 20 ft. without provoking; each creature passed DC 16 Str save or take 14 (4d6) and prone.

Cyclopean Levy

Medium unit · CR 9 · Helper · 5 cyclopeans (shared pool)

AC 16 | HP 180 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +116 +3 +310 +0 +011 +0 +010 +0 +0

Unit: Shared HP. Siege throwers.

Helper — Alternate Turns. One player controls the levy.

Siege Assist. Double damage to chain-anchors with Rock attacks.

Actions

Multiattack. Three battleaxe or rock attacks.

Battleaxe. +9 to hit, 13 (2d8 + 4) slashing.

Rock. +9 to hit, range 30/90 ft., 18 (3d8 + 4) bludgeoning.

Anchor Barrage. Instead of Multiattack: deal 35 damage to a chain-anchor within 90 ft.

Amazon Wing

Medium unit · CR 9 · Helper · 6 Amazons + captain (shared pool)

AC 17 | HP 180 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +218 +4 +414 +2 +212 +1 +114 +2 +214 +2 +2

Unit: Shared HP. Disciplined focus-fire.

Helper — Alternate Turns. One player controls the wing.

Phalanx Step. +1 AC while HP > half.

Actions

Multiattack. Five spear or longbow attacks +9 to hit, 10 (1d8 + 6) piercing.

Focus Fire. Once per turn, if 3+ attacks hit the same target, deal +14 (4d6) piercing.

Captain’s Order (1/battle). Wing gains advantage on all attacks this helper turn.

ALLY CARDS (cont.)

Spartan Hoplites

Medium unit · CR 10 · Helper · 8 Spartan hoplites (shared pool)

AC 19 | HP 190 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv16 +3 +312 +1 +116 +3 +310 +0 +014 +2 +212 +1 +1

Unit: Shared HP. Best pure defense.

Helper — Alternate Turns. One player controls the wall.

Shield Wall. Allies behind the wall (within 5 ft. opposite Typhon) have half cover. Unit has +1 AC while HP > half.

Actions

Multiattack. Four spear attacks +8 to hit, 10 (1d8 + 6) piercing.

Hold the Line (Reaction, 1/round). When an ally within 10 ft. would be hit, impose disadvantage on that attack.

Phalanx Push (Recharge 5–6). Each enemy within 5 ft. DC 15 Str save or pushed 10 ft. and take 9 (2d8).

CORE ENEMIES

CREATURE STAT BLOCKS

Slag-Hound

Medium Elemental · CR 3 · Enc. 1 pack

AC 14 | HP 52 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv14 +2 +214 +2 +214 +2 +23 −4 −410 +0 +06 −2 −2

Molten Blood. When hit by melee, the attacker takes 3 (1d6) fire (reaction once/round).

Actions

Attack. Bite +5 to hit, 9 (2d6 + 2) piercing plus 3 (1d6) fire. Pack Tactics.

Titan-Kin Chain-Guard

Large Giant · CR 5 · Enc. 1 jailer

AC 16 | HP 95 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv18 +4 +412 +1 +118 +4 +410 +0 +011 +0 +010 +0 +0

Jailer’s Key. Carries a spike-key. A PC who takes one (action, contested Athletics) gains advantage on the next chain-lock check.

Etna-Hardened. Resistance to fire. Vulnerable to cold and radiant.

Actions

Attack. Multiattack: two volcanic mauls +7 to hit, 13 (2d8 + 4) bludgeoning plus 3 (1d6) fire.

Chain Lash (Recharge 5–6). 30-ft line, DC 15 Dex save or 18 (4d8) slashing and restrained by slag-chain (escape DC 15).

Captain Orthos of the Root-Forge

Huge Giant · CR 8 · Enc. 1 elite

AC 17 | HP 168 | Speed 40 ft.

STRDEXCONINTWISCHA
sc md sv20 +5 +510 +0 +020 +5 +512 +1 +112 +1 +114 +2 +2

False Lock. One of Nike’s visible locks is a decoy he controls. Until Orthos is bloodied or persuaded (DC 18), checks against that lock automatically fail.

Last Order. At 0 HP, he can use a reaction to slam a console — advancing Typhon’s Wake Clock by 1 (see Enc. 1).

Actions

Attack. Multiattack: two forge-hammers +10 to hit, 18 (3d8 + 5) bludgeoning plus 7 (2d6) fire. Or hurl slag +10 to hit, range 60 ft., 16 (2d10 + 5) bludgeoning.

Pyra the Chain-Warden (defector)

Medium Humanoid (titan-kin blooded), Chaotic Good · CR 5 · Recruitable Ally

AC 16 | HP 84 | Speed 30 ft.

STRDEXCONINTWISCHA
sc md sv16 +3 +314 +2 +214 +2 +212 +1 +113 +1 +114 +2 +2

Skills: Athletics +6, Arcana +4

RECRUITMENT (Enc. 1). Spare her when the first titan-kin squad breaks, or show her the Fillet and swear Nike will fly free — she knows which locks are false.

Lock-Lore. Advantage on checks to open Nike’s bindings. Can spend an action to grant an ally advantage on the next chain check.

Actions

Volcanic Spear. +7 to hit, 11 (1d8 + 7) piercing plus 3 (1d6) fire.

Ward-Spike (1/rest). Place a spike: a 10-ft radius becomes difficult terrain for titan-kin until end of combat.

CREATURE STAT BLOCKS — TYPHON

Boss card alone on this page. Two-column layout if needed to fit.

Typhon, Father of Storms

Gargantuan Monstrosity (Titan) · CR 18* staged · Enc. 2 · Do not kill · Power-fantasy HP

AC 20 | HP 1400 | Speed 40 ft., fly 60 ft. (hover, wings half-bound in Phase 1)

STRDEXCONINTWISCHA
sc md sv26 +8 +1512 +1 +124 +7 +1416 +3 +316 +3 +1018 +4 +11

Saving Throws: Str +15, Con +14, Wis +10, Cha +11 · HP 1400 is intentional — Phase 2 is a dice-tray power fantasy for 6×L12 + helpers.

Singular Icon — Do Not Kill. Win by completing the Rebinding (see Enc. 2), not by reducing Typhon to 0 HP. At 0 HP he instead erupts: each creature DC 20 Dex or 44 (8d10) fire/thunder, then he reforms at 250 HP and the Rebinding DC increases by 2. Prefer chains, seals, Nike’s knot.

Phase 1 — Snapping Chains. Three chain-anchors remain. Typhon has 2 legendary actions/round. Fly speed halved. Each destroyed anchor frees him further (+1 legendary action, max 3) but is required for Rebinding. Phase 1 should chip him (~200–400 damage is fine); do not worry if the pool looks huge.

Phase 2 — Horn-Called War (Power Fantasy). When Nike sounds the Horn, helpers arrive. Typhon gains full legendary actions (3) and Storm Crown aura. Do not soft-cap damage — let PCs and helpers empty dice bags. His HP pool exists so the table can cheer big hits for several rounds while racing Rebinding.

Storm Crown Aura. Phase 2: creatures of Typhon’s choice that start their turn within 20 ft. take 10 (3d6) lightning (DC 18 Dex half). Helpers can be designated immune by Nike’s blessing for 1 round (Nike’s action).

Many Heads, Many Arms. Has serpentine heads and storm-arms as narrative zones. Called shots to a head impose disadvantage on his next breath; called shots to an arm reduce shove distance that round.

Actions

Multiattack. Typhon makes three attacks: any mix of Slam, Serpent Bite, or Storm Bolt.

Slam. +15 to hit, reach 15 ft., 24 (3d10 + 8) bludgeoning. Huge or smaller: DC 20 Str save or prone.

Serpent Bite. +15 to hit, reach 20 ft., 18 (3d6 + 8) piercing plus 14 (4d6) poison.

Storm Bolt. +11 to hit, range 120 ft., 22 (4d10) lightning.

Cataclysm Breath (Recharge 5–6). 90-ft cone of fire and thunder. DC 22 Dex save: 49 (14d6) fire/thunder on a failed save, half on success. Phase 1: half damage dice (7d6).

Legendary Actions

Detect (1). Wisdom (Perception) check.

Tail/Arm (1). One Slam attack.

Wing Buffet (2). Each creature within 15 ft. DC 20 Str save or pushed 15 ft. and knocked prone.

Storm Step (2, Phase 2 only). Teleport up to 60 ft.; each creature adjacent to arrival DC 18 Dex or 14 (4d6) lightning.

EPILOGUE

Success

Failure / bittersweet

Optional scenes

Long-form DM reference — not limited to 4 pages. Enable Background graphics when printing.