They gain advantage on their attacks if within 5ft of an ally.
- • Axe Throw.
2d8+4. Range 10ft.
- • Axe Swing.
2d10+5. Melee
- • Clubbin' Time.
With a mighty swing of her club, she deals 2d12+10 damage and knocks back the hero 10 ft unless they succeed on a DC 12 Str save.
- • Kick the Baby.
She sends her baby flying towards one of the heroes. They must make a dc 15 Dex save or take 1d12+5 damage and become distracted until they remove the baby with a DC 12 Str check. While distracted every action and save they take are at disadvantage.
- • Do the Roar!
She bellows a loud roar. Everyone must make a DC 10 dex save or takes 4d4 sonic damage and loses one action.
Jr has covered himself in junk. If removed his armor goes down to None.
- • Cry.
Jr cries loudly. Each creature within 10 ft must make a DC 10 Str save or lose an action next round.
- • Bite and Kick.
Jr deals 2d8+5 damage.
If a creature starts within 5ft of this creature, they must make a DC 10 Dex Save or take 1d6 damage from stone shards emitting from it's body.
When targeted by an fire attack heal 1d4.
If hit by 18 points of cold damage it loses its next action.
- • Bite.
Deals 4d12 damage and the target must make a DC 10 str save or be knocked prone.
- • Volcanic Howl.
6 actions to recharge. The Magma Wolf howls causing the cave to shake and erupt. Everyone within 15ft must make a DC 10 Dex save or take
The flames grow more intense. Fracturing hide now deals 2d6 damage, the bite deals +4 fire damage, and Volcanic Howl can now be used every 3 actions.
The Magma Wolf is dying and the flames grow even more intense. The flames turn blue and every melee hit deals 4d4 damage.
Titivilus has advantage on saving throws against spells and other magical effects.
Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Whenever Titivilus speaks, he can choose a point within 60 feet of him; his voice emanates from that point.
- • Silver Sword/Frightful word.
Move up to 10. 3d10+3 Necrotic damage. Target's HP maximum is reduced by 1/2 the damage taken. DC 15 Wis save or become frightened of him for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- • Twisting Words.
Titivilus targets one creature he can see within Range 12. The target must succeed on a DC 15 Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus’s Twisting Words for 24 hours.
- • Ferocious Assault.
1d10+7 Force Damage + 3d10+3 Necrotic damage. Target's HP maximum is reduced by 1/2 the Necrotic damage taken. DC 15 Wis save or become frightened of him for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At 107 HP, Corrupting Guidance. Titivilus uses Twisting Words against ALL targets within Range 12. Alternatively, he targets one creature charmed by him within Range 12; that charmed target must succeed on a DC 15 Charisma saving throw, or Titivilus decides how the target acts during its next turn.
Titivilus is dying. 100 more damage and he dies. Until then, he uses Corrupting Guidance and makes a SIlver Sword/Frightening Word attack every turn.
Contact with an ooze inflicts a level of Digested.
- Pseudopod.
Reach 1. 1d4 acid damage and target gains a level of Digested.
- • Battleaxe.
2d8+6
- • Javelin.
2d8+6. Range 5.

When Trofast is crit, it may use Howl for free at the start of its next turn.
- • Maul.
1d12+20 Slashing.
- • Pounce.
Move 6, 1d12+10 Piercing. On hit: Grappled (escape DC 14).
- • Howl.
All enemies within earshot become Frightened for one turn, or Dazed on a failed DC 14 WIL save.
Howl becomes a DC 16 WIL save.
Trofast regains 20 HP/hero and rolls d20s instead of d12s.
(1/Rodada) Causa 1d8 de dano de volta ao atacante e reduz dano recebido pela mesma quantidade.
Ter mais de 1 inimigo adjacente sobrecarrega Togera, impedindo-o de usar seu escudo.
- • Varredura com Cauda.
(AoE 2) Mova 6 antes ou depois de atacar e 2d12+6 e DC 15 de DES ou Derrubado.
- • Armas do Apex.
4d12+12. Cria Destroços ao redor do um alvo.
(Destroços: Terreno difícil adjacente à sua fonte. Togera ignora sua penalidade)
Avassalar. Quando adjacente a destroços, os ataques de Togera ganham:
- Varredura com Cauda: Lacerado 1. Cura ou DC 10 de Examinação encerra.
- Armas do Apex: Atordoado.
Fúria Pantanal. Recupera 88 hp. Passa a ter armadura Média e Escudo de Bulette se torna:
Ataque Primal. (1/Combate. Reação: Quando um inimigo sai do Alcance 1)
d88 com Vantagem e 1 Ferimento.
2d6+4 slashing
1d4 piercing, on Damage Poisoned
1d6 bludgeoning, Range 5, on Damage spills a sticky Drink: Slowed
Advantage on INT and WILL saves. Your mind can't be read, influenced or controlled.
(Range 4) Enemies are Blinded if they end their turn in range.
- • Command.
Control one enemy on their next turn (DC 19 WILL save to be Dazed instead)
OR:
- • Five Headed Bites.
5d20. (Reach 2) You can divide up the rolls between any targets in reach, treating separated rolls as primary dice. (20+ Damage: Poisoned)
