When crit: attack back for the same amount of damage.
- •Binding Chains (2x).3d8.
(Reach 8) On damage: Restrained (Escape DC 16). OR:
- •Execution.
Mark one square for execution. On your next turn, 100 damage to any target in that square.

Become Invisible if you end your turn without moving.
- Spear.1d6+6.
Or (Range 6). On crit: Restrained (Escape DC 11)
While in darkness, you are Invisible and can teleport anywhere else in darkness.
A Hero that fails to find you is Frightened.
- •I'm Coming For You.
(Range 12) Frightened and DC 16 WILL save or Fleeing (Fleeing: You must spend any actions on your next turn trying to run away)
OR:
- •GOT YOU!
(Frightened target) teleport adjacent then 66 damage.
At 70 HP, all lights are extinguished and you immediately use In the Shadows for free.

CLIMB!! Combat with Audun begins when it appears suddenly under the Heroes’ feet. On an Initiative roll of 20+ heroes begin combat 10 spaces away from Audun’s mouth; 10+, 8 spaces; less than that, 6 spaces. Moving away from Audun is Difficult Terrain.
- •Tentacle.
(Target the furthest non-Grappled enemy) 1d4+10. On hit, Grappled (escape DC 13 or any slashing or cold damage).
- •Reel In & Devour.
(If half or more heroes are Grappled) Pull all Grappled creatures 2 spaces closer to its mouth. Any hero there is Eaten
At [hp]90, Sandquake. All heroes must make a DC 13 DEX save (with disadvantage if rappled) or be pulled 4 spaces closer, 2 spaces instead on save.
at [hp]0 Audun is Dying! 60 more damage and it dies (spitting out any eaten heroes). Until then, it can choose TWICE on each of its turns.

On attack damage, the target is Prone.
Attacks with advantage against Prone or Grappled targets.
- Vicious Bite.2d8.
2d8+2, Vicious.

Attacks with advantage against any target that has another jackal adjacent to it.
- Snap.1d6.
1d6. On damage, the target cannot move away without being attacked again.

While both alphas live, each attacks with advantage, and neither can be Surprised.
When one alpha dies, the survivor immediately moves up to 10 toward its mate’s killer and attacks for free. For the rest of the fight it deals +1d6 damage and will not retreat, flee, or accept a truce under any circumstances.
- Drive the Herd.2d6+6.
2d6+6, and the target is pushed 2. Sand Jackals adjacent to where the target lands may each make a free Snap.

Old Scar never willingly moves further than 8 from the basin. Anything that enters the water becomes his nearest target.
- •Throat-Grip.1d6+10.
Target is Grappled (escape DC 12). While he holds a creature, he cannot be attacked by anything smaller than it without risking the grappled hero — attacks against him roll with disadvantage.
- •Shake.1d6+20.
Against a Grappled creature: 1d6+20 and the target is Dazed.
On death: split into and
- •Lunge.
Move 3, then 3d12+20. On damage: Knockback 6
- •BITE.
4d12+30
- HEADLESS RAM.
Run in Line 6. 1d12 and knockback 2 to every creature you hit. A creature can be damaged by this multiple times.
Any Healing Also goes to Reaper as Empowered. Bloodied Creatures Must make DC 18 WIL save or be Frightened.
- •Gaze Of The End (2x).
(Range Vision) 1d4, On Hit: You are considered Undead until Magical Healing.
- •Death Denied (2/Round).
(Reaction) (Range 12) When an undead is killed, Summon them as Wraith to battle.
- •Bone scythe.
(Reach 2) Does not miss VS dying. 1d4+66 On Crit: 1 Wound
Use The Death Sentence Immediately, Mine To Harvest: Bone Scythe Reach is now Line 4 & it is an AoE attack. The Death Sentence (1 Use): Summon a Specter for any dying or death creature in the battlefield.
On Crit: Poisoned.
Attacks against them miss on a 1 or 2 on the Primary die.
Enemies in Reach 3 have Disadvantage on attacks.
- •Slickblade (2x).2d10+3 (Vicious).
Crits on a 9 or 10.
- •Flintlock Pistol.
(Range 8) 3d10+20. On Miss: Can't be used again until a Turn is spent readjusting it.