Tower of Morrelia
A dungeon emerges from deep underground. The dungeon initially seems easy, however the Heroes trigger a device at the heart of the dungeon that reverses time and returns the dungeon to its original state, with traps and automata ready to spell their doom. In the throne room, the long dead Queen Morrelia awaits…
increment adjacent insects’ Armour.
- Bite.1d4
Your attacks cannot miss or crit.
- Scratch.
1d6+1
Your attacks miss on a 2 and cannot crit.
Heroes roll Initiative with advantage.
- Scratch.
1d6+1
increment adjacent insects’ Armour.
If you move 4 spaces in a straight line before attacking, ignore Armour.
- Piercing Mandibles.2d6+4
Your attacks cannot miss or crit.
After using a (Recharge X) action, become unarmoured until the action recharges.
- •Solar beam.1d8+5.
(Range 6) When you would crit: Blinded for 1 round.
- •Revert.
(Recharge 3) All creatures within Reach 3 lose Max HP equal to half the value of their Hit Die until the end of combat.
Your attacks cannot miss or crit.
After using a (Recharge X) action, become unarmoured until the action recharges.
- •Shears.2d8+4
- •Rot & Rust.
(Recharge 3) All Heroes within Reach 3 lose 1 Armour until their next Field Rest. If unarmoured, Heroes choose 1 item from their inventory slot to be destroyed.
increment adjacent insects’ Armour.
At the end of each round: summon a 1d6 beetle minion.
- Kick.1d4+4

Morrelia reverts creatures to their younger, weaker selves.
At the start of her turn, adjacent creatures lose Max HP equal to half the value of their Hit Die (e.g. d12 = -6). Max HP is restored if she is defeated.
- •Warped Spacetime.
(1 use) Teleport to a creature you can see. Take a turn immediately after this.
- •Longsword.
Move 8. 2d6 damage.
- •Rust & Rot.
2d6+8 damage. On damage: lose 1 Armour. If unarmoured, target chooses 1 item from their inventory slots to be destroyed.
At 50 HP, Warped Time recharges.
Morrelia is fading! 30 more HP until Morrelia returns to dust. Until then, Revert gains Reach 3.
The final boss of a dungeon where time has been reversed by ancient technology, granting long dead tyrants another chance at conquest.
You can pinpoint movements caused by anything in contact with the ground. Disadvantage when attacking flying creatures.
Creatures starting their turn adjacent to you take 1d4 acid damage.
- •Acid Breath.2d6+6.
(Cone 4) when you would crit: target(s) choose 1 inventory slot’s items to be destroyed.
- •Tail Whip.2d6.
(Reach 2)
Eyeless salamanders are well adapted to life in total darkness, sensing their surroundings through sound, smell, and vibration. Some say coating yourself in cold mud confuses an Eyeless Salamander’s senses, however this is only a myth.
Heroes adjacent to Click gain +2 armour.
- •Mandibles.
On crit: grappled. DC 8 + LVL STR save to escape.
- •Bury.
Bury a grappled creature into the ground. Incapacitated until they succeed on a DC 8 + LVL STR save.
(1/encounter) When Click reaches 0 HP, burrow underground and remain there until you use Bury. Attacks cannot target you while you are burrowed.