
1/Encounter - negate LVL dmg from a single attack
0HP - explode LVL radius DEX save - on fail take LVLd10 piercing damage
- •Thorned Staff.
d10+3 - heals for 10 on crit
- •Furious Fists 3X.
1d4+3
Gains another Crimson Shield
After attacking, kitten gains Invisible.
Kitten's path becomes Difficult Terrain, and ending turn on it deals 2d6.
- •Burning Pounce.
Move Line 4. DC 11 DEX save: 1 target in Reach 2. Failure: 4d6, Prone, Smoldering.
- •Firy Furball (×2).
(Range 8) 2d6, Poisoned, Smoldering.
Attacker misses: Warrior attacks once for free.
- •Paws.
2d6+4. OR:
- •Furball.
(Range 8, two adjacent targets) 2d6+4, Poisoned.
Targets adjacent to path, Prone.
- •Beatdown.
Move 4, (Reach 2) 1d8+3.
- •Shockwave Pulse.
(1 use) DC 11 DEX save: Prone targets. Failure: 3d8+1, Push 4.
(10 HP) Summon four cog minions (1d4).
(20) Recharge and use Shockwave Pulse. Attacks use d10s.

Melee hits against you knockback 4 spaces.
- •Legendolo Smash!
Move 4, then 1d10+2
- •Solendary Performance.
Pronounce your special move! Your next attack rolls with advantage and uses a d20 instead.
At 40HP you start to monologue. Enemies that can hear you: DC 13 WIL save or dazed.
The solendary Legendolo is dying! 10 more damage and he dies. Until then Legendolo Smash hits in a cone 4.

Damage degrades its Armor quality: Heavy >> Medium >> None
If the party killed at least 3 druids, it is Vulnerable to Fire (taking double damage or ignoring armor)
- •Grasping Roots.
(Reach 6) 1d6+12 bludgeoning damage. On hit: Target is Grappled (DC 14). Grappled targets take 1d6 damage at the start of their turn.
- •Titanic Slam.
(Reach 3) 3d8+12 bludgeoning damage. On hit: Target is Prone.
- •Stomp.
(Only against Prone/Grappled targets) 2d8+20 bludgeoning damage.
When reduced to 0 HP, it begins to collapse. It gains 80 temporary HP. Until these are gone, it uses Titanic Slam against all adjacent targets at the start of every round

- •Grasping Roots (bludgeoning).1d8+9.
(Range 8) On hit: Target is Grappled (DC 12).
- •Shillelagh (bludgeoning).1d8+13

When a Berserker double moves, if they end between 6 and 12 spaces away from where they started, they may make a Heavy Tackle attack for free.
- •Greataxe (slashing).2d6+4
- •Heavy Tackle (bludgeoning).1d8+4.
On damage: Target is moved 4 spaces and is Prone.
- •Handaxe Toss (slashing).1d6+4.
(Range 4)
Unlike normal monsters NPCs don't die at 0HP. They retain the ability to move. Any damage to an NPC whilst at 0HP causes 1 "life threatening injury". If they reach 4 such injuries they die.
Once per turn attack with Advantage, however all attacks against you have Advantage until the start of your next turn.
- Great Club.1d12+1

Attacks against hampered targets can't be defended against.
- •Shield Bash.
1d8+5. On damage: Prone. Then
- •Heavy Strike.
2d8+5
