The wasp doesn't provoke an Opportunity Attack when it flies out of an enemy's reach.
- Sting.(2×) 1d8+1.
On CRIT: Poisoned.

Damage degrades Armor 1 step: Heavy » Medium » None.
- Tangle (2×).1d6+2.
(Reach 6) On Hit: Grappled (escape DC 12, or any fire or slashing damage).

1/encounter. Frighten enemies within Range 8 on a failed DC12 WIL save.
When bloodied, roll 1d20. Flee with 1-9; Fight with 10-20 and recharge Fearsome Roar.
- Rend (2x). 1d10+2. On damage, Prone.

Damage degrades Armor 1 step: Heavy » Medium » None.
- Slam.3d6+6.
On crit: knockback 2.
Armor bypassed by acid and fire.
When crit by an attack not dealing acid or fire, a head splits, adding a d12 Hydra Head minion! Each minion moves with the Hydra, is destroyed only by acid or fire, and 1 minion can attack on the Hydra’s turn (once per round each). (A single AoE can only destroy half the existing minions in this way, in addition to damaging the Hydra.)
- •Quick Snap.
Move or Swim 6, then attack for 2d12 (Reach 3).
- •Storm of Jaws.
(2x) 2d12 (Reach 3). On hit: Grabbed (Escape DC 13).
- •Swallow Whole.
(Grapped Target Only) DC 13 STR or Swallowed.
Heads split, adding a number of minions equal to the number of players (as per Cursed Regrowth).
The Hydra is dying! 50 more damage and it dies. Until then, on each turn, it moves 6 and then uses Storm of Jaws.
Swallowed. You take 20 damage at the start of your turn. Your attacks cannot miss and ignore armor. A crit while swallowed severs a head, letting you escape but likely triggering Cursed Regrowth.
Creatures she hits are entangled in a sticky web (Dazed).
Fire critical hits suppress the Broodmother's Weave Web for 1 turn.
- •Impale.2d8+8.
(Reach 2) Then skitter away up to 8 spaces.
- •Hatch Brood.
Summon spiderling minions (1/hero, size: d8); they act only when commanded.
- •Dinner Time!
Command all of your spiderling minions to move up to 6 spaces and attack once each.
"Avenge Your Queen, My Brood!" At 80 HP, summon 3 spiderling minions/hero anywhere within Reach 8.
Aranya is dying! 40 more damage and she dies. Until then, Hatch Brood after each of her turns.

Attacks against the Duskprowler have Disadvantage 2. Damage suppresses this effect until the end of the next hero's turn.
- Ravage (2×).2d8+2
- •Shoot Web.1d8+2.(6ft ft)
On hit: Restrained (escape DC 12, or any slashing/fire damage).
- •Bite.3d8+6.
(Hampered target) Poisoned (magical healing ends).
Creatures Dazed by the Basilisk remain so for 10 minutes. Dazed 3 times = Petrified.
- •Stone Gaze.
Daze 1 creature within sight, then:
- •Envenom.1d8+10.
Advantage vs Dazed targets.
- •Poison Tail Flyby.
Fly 8 and attack a target you pass by. 1d10+10 slashing damage. On damage: Poisoned.
- •Pounce.
Fly 4 then land and attack, 1d10+15. On damage: Prone.
- •Bite.
1d10+20.
At 90 HP, the Wyvern immediatly flies 8 spaces for free.
The Wyvern is dying! 70 more damage and it is dead. Until then: Frenzy. All attacks from and against it gain advantage.
Wyvern's Poison. While Poisoned by a Wyvern the creature is also Slowed. The first time each encounter a creature is Poisoned by a Wyvern it also takes 10 poison damage (ignores armor). Wyvern poison wears off after a minute.

- •Beastshift.4d4+10.
+4 speed, gain Medium armor this round.
- •Hurricane.4d4+10.
(Reach 3) To all enemies within reach. On damage: move targets anywhere else in Reach.

Damage degrades Armor 1 step: Heavy » Medium » None.
Attack with advantage when unarmored.
- •Slam.2d6+10.
(Reach 3) On damage: Prone.
- •Stomp.2d6+20.
(Hampered target)