- • 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.