When a spell is cast, caster must make a DC 13 INT save or the spell targets them (or the spectator if it would be helpful).
- (x2) Eye Ray.
(Range 10) 1d6. On hit: effect depending on the primary die:
2-3. Frightened (1 round)
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Dazed
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Confused (GM spends your next action)
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+10 damage
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Weapons made of gold (crafted or improvised) ignore armor
- •Money It's a gas.
Fly 20, if another creature is in it's path it must make a DC15 DEX save or take 20 damage and be pushed 4. Grab that cash with both hands and make a stash...
- •Money It's a hit.
(x2) Attack for 2d12+10 damage. Don't give me that do goody good...
- •Money It's a crime.
Fly 10, drop a shower of melting coins, creatures below your flight path take 1d12+10 damage. Share it fairly But don't take a slice of my pie...
When bloodied, it starts overheating, causing melee weapons used against it to break on a critical failure.
The Noble's Last Resort has overheated! 100 more damage and he dies. Until then, it can only use Money It's a crime but its damage increases by 4d12

When extended, may fill contiguous spaces equal to the area of their size rating (Large = 4 squares, Huge = 9 squares). May coil up and reduce their footprint to 1/4 their full size.
- •Bite.4d12+10 Piercing (Reach 3).
Head is exposed. Attacks that target the head bypass armor.
- •Tail Swipe 2x.2d10+5 (Reach 2).
Slip beneath the water.
Surprise! The Moat Serpent can spring onto the land. If you do so you may make 1x Bite and 1x Tail Swipe per turn. Only attacks targeting the head bypass armor.
(passive) No Speed; cannot be moved, Grappled, or Frightened. Heroes who leave the keep cannot be targeted by or target it.
Its first attack of the encounter is made with advantage and cannot be Defended against.
- •Chew the Walls.
(Reach 4) 1d6+16 damage to one hero. On damage: Restrained (DC 15 STR or DEX to escape).
- •Swallow.
(Reach 1, target must be Restrained) 1d4+30 damage. Cannot be Defended against.
- •Beckoning Halls.
(Reach 8) The 2 furthest heroes make a DC 15 STR save or are pulled 6 spaces toward it.
Whenever a hero fails their save against Beckoning Halls, a nearby chest or tapestry unfurls into a Splinter Spawn minion (Reach 1, 1d12).
The facade sloughs off, stone becomes visible muscle and teeth. Armor drops from Heavy to Medium, and Chew the Walls’ Reach increases to 6.
Caer Gullet is dying! 100 more damage and it collapses. Until then, it always chooses Swallow (no longer requiring a Restrained target) and pulls the nearest hero to it for free at the start of its turn.
When crit: attacker is Charmed till their next turn ends.
Hampered targets have Disadvantage on Strength rolls.
- •(2x) Claw.1d6+8.
On damage: Dazed
- •Honey Trap.2d6+8.
On hit: Restrained (Escape DC 12)
Act first in combat.
- •Tentacle.1d10+5.
On hit: Grappled (Escape DC 15/10 slashing) and pulled Primary Die spaces closer.
- •Bite.1d10+15
Each time an undead dies, the prophet and all heroes take 2 psychic damage.
- •Visions of Madness.
Half the heroes must make DC 11 INT saves or take 1d6 psychic damage and immediately spend an action to move in a random direction (1/Round).
- •Conjure Spirits.
Summon spirits (1/Hero;Size 1d6).
- •Warped Staff.
Move 6. 1d6+6. On hit: the next time the target regains HP, it only regains half as much.
At 50% HP, the prophet's visions distort the minds of those around them. The prophet has cover (Disadvantage on attacks against them).
30 HP and the prophet dies. Until then, each time the prophet takes damage, the attacker takes psychic damage equal to that amount.

- •Lobster Dance.
All creatures in view of the dance must make a DC14 WIL save or be Confused for 2 rounds.
- •Grasping Claw.2d8 Piercing (Reach 2).
On Damage. Grapple
- •Slashing Claw.2d8 + 10 Piercing.
Against Grappled targets.
Immune to damage and effects caused by INT or WIL saves.
Bloodied at 89 HP. While not bloodied, reduces all damage by 10. After being Bloodied, armor becomes Medium but gains a Fly speed 8.
- •Electrocucion Bolt Turret.4d4+20 Arc.
Range 12. On crit: Dazed.
- •Fiery Burst.(1/turn) 2d20+8 Solar.
AOE reach 3, knockback 6.
- •Death Cannon.4d6+16 Void.
Range 8, AOE reach 3.
- •Spitfire Missiles.(3x) 3d8+3 Solar.
Range 16 (min 6), AOE reach 2, DC 16 DEX save. Missiles must land at least 2 spaces apart.
- •Annihilation Blaster.4d12+3 Solar.
Bloodied only, Line 3x12.
Occasionally retrofitted to be piloted by a Captain.
Immune to damage and effects caused by INT or WIL saves.
Reduces all incoming damage by 10.
When Bloodied (66 HP) becomes Incapacitated for 1 round, then at the start of its next turn deals 4d20+12 Arc, Reach 6, Knockback 6.
- •Nose Repeater.(2x) 3d4+1 Arc.
Range 8, Vicious.
- •Missile Pod.(3x) 2d12 Arc.
Range 16 (min 6), AOE reach 12, DC 15 DEX save. Missiles must land at least 2 spaces apart.
- •Battle Cannon.(1/turn) 4d8+30 Solar.
Range 20 (min 8), AOE reach 2.
- •Shank Synthesis.
(1/turn) summons 4 Shank minions within reach 4.
- •Mine Deployment.
(1 use) drops 2d10 Web Mines within reach 6.
Immune to damage and effects caused by INT or WIL saves.
Invisible until attacking.
- •Leaping Pin.
(1/turn) Fly 4, then 4d10 Kinetic. On hit: target is grappled (escape DC 14) and prone.
- •Minigun.4d4+11 Kinetic..
Range 8.
- •Micromissile Turret.2d12+3 Arc.
Range 10, AOE reach 3.
+4 speed if moving in a straight line.
- •Shock Repeater.2x 3d10+3 Arc.
Range 8, Advantage 1. OR:
- •Web Mine Deployment.
Drop 4 Web Mines within reach 3, then move 4.