- •Shred (2x).2d6.
On damage: Ruptured
Ruptured: take 1 damage per square you move or are moved (healing ends). OR:
- •Feed.2d6+6.
(Ruptured target) on damage: Regain that much HP
- Stolen Scream.4d8.
psychic damage (ignores armor). DC 14 WILL save, Fail: Silenced
Silenced: can't speak or cast spells.
(1/Turn) The first time a Hero moves: DC 15 INT save, Fail: you choose where the hero moves and how far.
- Imprison .4d6+10.
(Reach 3) any die can crit. On crit: Grappled
(Range 2) Heroes can't use Reactions.
- False Memories.4d6.
(Range 2/ all enemies) On damage: Dazed
On your turn: lose heavy armor to gain a speed of 6, and your attacks can't be Defended against.
- •Shadow Bite.6d4.
(Reach 2) On damage: give primary die Wounds. OR:
- •Manifest Bundle.
Regain your bundle (speed 3, Heavy Armor).
Act first if the Heroes can't tell you're not a corpse (DC 19 Examination or Insight).
Poisoned targets are Wounded at the end of their turns.
- •Claw (2x).2d6+20.
On hit: Grappled (Escape DC 19)
- •Spread Decay.6d6.
(Adjacent targets) DC 19 STR save (Disadvantage if Grappled), Fail: Poisoned (healing ends)