The first time Ingrid would be dropped to 0 HP, take no damage and become Invulnerable until Crit.
(Reach 3) Allies gain Resistance to Necrotic, Psychic, and Radiant.
- •Thornblood (2x).1d10+10.
Poisoned (healing ends)
- •Wrathful Vines.
(Reach 3, AoE) DC16 STR save or 1d10+10 and Restrained (Escape DC 16).
- •Heartburst.4d10+10.
Ignores Defense, any die is Primary vs Restrained. On Crit: +1 Wound.

Whenever an attack misses you, deal 1 psychic damage in return.
Can force adjacent allied goblins to Interpose for him (1/round).
- •Cleave.2d6+4
- •Shoot.1d8+2.(8ft ft)
(Range 16)
- •Slink.
Move 12
- •Slash.
1d12+23
- •Tail.
2d20
- •Wing Buffet.
Push 5
- •Bite.
5d10+25
- •Cone of Saint Elmo (once).
Cone 20, DC 22 Dex save for half of 5d20 Fire + Lightning
300 HP, recharge Cone of Saint Elmo. Slink becomes free.
250 more. Entomb all tapped in heroes in ice, forcing them to tap out. Lose bite.
- •Blitz.
Move 10, 1d10+20 Lightning + Fire.
- •Flash.
Teleport 5, 3d10 Fire.
- •Entomb.
Range 10. DC 19 Wil save or be Frozen. Forces tapping out. Frozen body is pushed 20.
- •Reliable Spear.
50 damage.
- •Roar (locked) (once).
All in range 10 must succeed a DC 19 Wil save or gain Fear for the rest of this combat. Fear means you can't approach Firnhalo.
- •Draconic Explosion (locked) (once).
5d20 Fire + Lightning + Cold to all tapped in heroes. Moves Firnhalo to the final stage.
230 HP, unlock Roar.
180 more. Unlock Draconic Explosion.
- •Entomb.
Range 5. DC 17 Wil save or be Frozen. Forces tapping out. Frozen body is pushed 20.
- •Shards.
All in range 4, 1d4+20 Cold.
- •Ice Bolt.
1d4+42 Cold.
- •Spark (locked).
3d20 Lightning
- •Tribeam (locked).
4d4 Cold, 2d20 Lightning and 3d6 Fire. Can be different targets.
155 HP, unlock Spark.
150 more. Unlock Tribeam. Entomb becomes free.
Advantage on attacks when an ally is adjacent to the target.
- Spear.2d6+1
Ranged attacks near me have disadvantage.
Resist Necrotic damage, but stops Windswept for Turn
- •Bite.2d8+4
- •Piedra Pluma.1d8+2.
(Line 10) Fires stone plumage from it's tail.
Dragonskull Hermitcrab is slow outside of the water. He acts after every 3 actions. If engaged in the water, he acts after every turn.
- •Claws.
2d8+5 Can target two creatures at once. If it targets only one creature it gains advantage. Reach 2. On hit: Restrained.
- •Crush.
If a creature is restrained in its claws, deal 4d4+5 damage.
(75HP) Cornered Beast: The shell starts to crack reducing armor to Medium and Dragonskull Hermitcrab can now act after each hero's turn. At 35HP, remove the armor. All attacks gain +8 damage.
Final Lunge: Before dying attacks the two nearest heroes with the claws at disadvantage.

Can Interpose for an ally 1/round (Reach 1).
Has Heavy Armor the first time it is attacked per round. Flanking attacks bypass armor.
- Slam (2×).2d12 .
On crit: Prone.
If damage reduces the zombie to 0 hit points, it must make a STR saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
- •Slam.1d8
- •Virulent Miasma (1 Use).6d8.
All enemies within Reach 5 must make a DC14 STR save, take half damage on a sucess. Any creatures reduced to 0HP by this attack take 1 extra wound. Any creatures killed by this attack will rise as Zombies in 10 rounds if not healed or stablised (DC20 Examination) before then.

