- •Jade axe attack.
Move 6. Attack for 2d6 damage.
- •Jade axe swipe.
Attack up to 3 targets adjacent to each other for 2d6 damage.
- •Tail whirlwind.
All adjacent targets Might save DC12. If fail: prone.
- •Frenzy.
(1 use) Move 3, attack all in path or adjacent to path for 3d6 damage.
At 50 HP, Frenzy recharges.
Gaxaka is dying! 30 more damage and she dies. Until then she uses Frenzy after each hero's turn.

Dungeon creatures see in the dark.
The room's knight appears as a large, inanimate suit of metal armor standing. When combat breaks out in the room where it is located, the armor opens its left hand and tosses a coin into the air at the start of its turn (It always acts once half of the group of PCs has taken their turn (rounding up)).
At the end of his turn, he hardens like armor; all attacks against him are made with disadvantage.
- •Longsword strike.2d10+5.
(Reach 3) Against an enemy target only: advantage on the exploding die roll on a CRIT
- •Stand Still And Wait.
If no target is within range after moving : Gain 2x Advantage (Next attack), Cancels the FIXED effect until the next turn.
(20 HP) If, despite everything, you are tempted to destroy it, there’s still no relief!
[-2 Reach and -1 Movement , +10 Damage]
When crit, make a Heart Piercer or Stormquill attack in return
- •Revolver.
(Reach 8) 2d4+10
- •Calvery Saber.
Move 6, 2d4 damage. On CRIT: Dazed
@87 HP, Smoke Bomb. Flint Blinds all Heroes for 1 round, then moves 6, ignoring opportunity attacks. (Blinded creatures are attacked with advantage and attack with disadvantage)
Tucker Flint is dying, 30 more damage and he's dead. Until then, whenever he takes damage for the first time each round he uses Strikeback.
When damaged, terrain within 2 spaces becomes difficult. (Automaton are not affected).
- Iron Grip.1d4+10.
On Hit: Grappled.

Rats can interpose for him.
- •Filthblast .1d6+2.
Reach 8
- •Feeding Time!
Summon Rat minion (1d4).

Swallowed creatures are Blinded, Dazed, Restrained, and suffer 1 Wound at the end of their turns. When an attacker crits Guttermaw, 1 swallowed creature is released (attacker's choice) and Guttermaw must Retch on his following turn.
- •Clamber.2d4+4.
Move 6. On hit: Grappled (Escape DC 12).
- •Devour.4d4+8.
(Grappled creatures only) . On hit: Swallowed.
- •Retch.1d4+3.
Range 6, 2x2 area
At 95 HP Guttermaw's boils rapidly swell. He has Vulnerability (+10) to the first attack that hits him each turn BUT whenever he takes damage, all other creatures within 2 spaces take 5 damage (swallowed creatures ignored).
Guttermaw is dying! 40 more damage and he dies. Until then, he has Heavy Armor and his Bloodied ability is no longer active.
One of the eyes only shoots Fear, other only shoots Truth. [They have 30 Hp each.]
- •Ray of Fear.
d44, WIL save. On Fail: Frightened until the end of encounter.
- •Ray of Truth.
(Vs Frightened) Shoot a lazer that crawls into the targets mind and seeks out their deepest fear. (memorise them until bloodied)
(When one of the eyes are bloodied) "The Thing You Fear The Most: They shoot lasers at each other, causing the lasers to collapse and manifest their targets’ greatest fears. [to the best of their ability, dont forget they are level 6 monsters]

When hit, roll 1d4. Then apply the rolled effect on 2 spaces around you for 1d6.
- 1 = the attacker becomes Smoldering
- 2 = the attacker becomes Blinded
- 3 = the Simulacrum becomes Charged
- 4 = Simulacrum receives 12 temp HP until the end of it's next turn.
- •Flurry of Scrolls.
Fly 8 and cause 2d6 slashing damage to everyone in your path (cannot crit or miss).
- •Parchment Punch.
Fly 4, Attack for 4d4+4 damage. Push target 4. On Crit: target Prone.
- •Library of Magic.
Fly 4 and cast a cantrip (Flame Dart, Overload) OR cast a spell (Ignite, Arc Lightning).
At 60 HP, Library of Magic allows doing both options.
The Scroll Golem is dying! 20 more damage and it dies. Until then, the Scroll Golem does Flurry of Scrolls AND Library of Magic each turn.

Indistinguishable from a statue when still. Cannot be critted by sharp weapons.
True sight 10. Will regenerate after an hour. Can track intruders within the city.
- •Swooping slam.3d6+6.
Must fly 6 towards target first. Push target 2. If missed, recieves 2d6 damage.
- •Claw.1d6+2
- •Flame Dart.
Single Target Range: 8. Damage: 1d10+10. On crit: Smoldering
- •Ignite.
Single Target Range: 8. Damage: 4d10+10 fire damage to a Smoldering target, ending the condition on hit.
- •Flame Barrier (reaction)(1/turn).
When attacked, reduce the damage by 1d10+5. Until the start of your next turn, melee attackers against you take 10 damage (ignoring armor) and gain Smoldering.
(1/turn) When the Ash Demon is hit, deal the attacker 1d12 fire damage and reduced the damage the Ash Demon takes by the same amount.
Vulnerable to radiant.
After taking radiant damage, use Terrify as a Reaction on the attacker.
- •Smoke Strike (x2).
1d12+10 damage, target becomes Smoldering until the end of their next turn. Fly 8.
- •Terrify.
A target that can see the Ash Demon must roll a DC 15 WIL save (disadvantage if Smoldering), on a failure they become Dazed until the end of their next turn.
- •Beckon.
Move a Dazed creature adjacent to you and burn them: 2d12+20 damage and 1 Wound.
- •Pyroclastic (Cone 6).
The Ash Demon breaths a cone a pyroclast. 4d12 fire damage (ignores armor).
At 160 damage, gain Smokeform: No longer vulnerable to radiant. Bat Decoy. (1/round) When the Ash Demon would take damage, instead first swap places with a bat minion.
Teh Ash Demon is dying! 120 more damage and it is banished beyond the White Gate. Until then, its Smoke Strike attack deals (1d20+10), and the Ash Imp minions roll 1d20s.
Appear as a medium or small humanoid, act first if nobody sees through your disguise.
When crit: use lightning leap.
- •Lightning Leap.
Teleport 8. 4d6 to all adjacent targets on arrival (doubled against metal armor)
- •Frigid Blast(1 Use).
(Cone 10) d66 damage (half/ DC 16 Str save). Fail: Restrained (Escape DC 16)
- •Tetsubo.
3d6+30. On hit: pushed primary die spaces