If you can reasonably incorporate a jump into an attack roll (you need 2 unused move to jump) you get advantage.
- Kick.1d4-1
Basic gangsters, likely not even full blown members of the gang yet.
Whenever you retreat more than 12 spaces from a player, steal 4xHero level gold.
First time you fall below 10HP, immediately move 6.
- Stab.
2d8. On damage: move 4.
Contact with an ooze inflicts the Digested condition: they deal an additional X damage for each time the target has been Digested this encounter.
When crit or dealt any slashing damage: summon X ooze minions (size: d6); their attacks inflict Digested.
Resistant to Bludgeoning. Vulnerable to Slashing.
- Acidic Touch (2×).1d6+2

When damaged, decrement the damage die then summon 1 minion. (d6 small » d4 tiny » dead).
- Gnaw.
1d8
When damaged, move 3.
- •Claws.2d8+4
- •Shadow Blast.
(Range 8) 1d12+4
- •Bite.
(Vs a Dying creature) 2d8, On damage: cursed with wererat lycanthropy.
Based on Wererat from "Monsters and More"
- •Green Flame.
(Range 6) 4d10.
- •Be Stone To You!
(1 use) Enemies in 3: DC 12 STR Save or Ossified.
Drune often command Bramblings (Briarbanes).
When damaged, move 3.
- •Claws.2d10+7
- •Bite.
(Vs a Dying creature) 2d10, On damage: cursed with wererat lycanthropy.
Based on Wererat from "Monsters and More"
If you took damage last turn, your Sorcery abilities have disadvantage. If you didn't take damage last turn, your Sorcery abilities have advantage.
Heroes may choose to have an attack miss them if they allow an item they are carrying to burn away to nothing (if multiple small things occupy one inventory slot, they all burn).
- •Sorcery ×4.2d8.
Range: 6. Each attack must target a different foe.
- •Greater Sorcery ×4 (once).3d8.
Range: 8. Each attack must target a different foe.
- •Greatest Sorcery (once, only while Bloodied).
Use Greater Sorcery and then Sorcery.