byteslicer

- Caustic Splash (2×).
1d6+6. DC 12 DEX save or Poisoned for 1 round.
The first time this dies, reset to 1 HP instead (excluding minions).
Receiving at least 8 damage permanently removes armor. Walk unimpeded on glass surfaces.
- Smash.
3d6+6

Cannot be poisoned.
- • Intimidate.
Until the end of your next turn, allies within Reach 2 gain advantage on their next attack.
- • Slash.
(3×) 2d8
- • Shoot (4 uses).
1d10+20. Range 8.

Cannot be poisoned.
Wears a . May activate or deactivate it for free at the beginning of any turn.
- • Flaming Bolt (2x).
(1 use) 2d4+4 (Range 8)
- • Longsword.
In any order: Move 5. Attack 1d10+4.
- • Cleave.
(AoE) Reach 1, 1d10+4.
Gain 2 uses of Flaming Bolt.
(35 HP) Saber's armor becomes Medium. Longsword and Cleave attacks become 1d12+6.

Advantage against enemies, if an ally is adjacent to it.
Dealing damage to a Bloodied or Wounded creatures makes them Sick until they next Make Camp or Safe Rest.
- Acid Bite.
2d8+8

Can enter the space of other creatures. When damaged, reduce HP by 1. AoE attacks reduce HP by 2.
- Bites.
HPd4. (Reach 0, AoE) . On hit: Grappled.

Cannot be poisoned.
If hidden when combat begins, choose 1 hero: DEX 13 save or 3d8+10 damage.
May move 3 spaces after attacking or being attacked.
- Stab (2×).
2d8+2. (or Shoot, Range 8)

Can Interpose for an ally 1/round (Reach 1).
Has Heavy Armor the first time it is attacked per round. Flanking attacks bypass armor.
- Slam (2×).
2d12 . On crit: Prone.

Cannot be poisoned.
- • Rage.
Gain Heavy Armor for one round. If you take damage during that round, add 1d8 to your next attack.
- • Slash (2x).
1d8+4

Any time you have a creature grappled, spend your turn dragging it toward your lair.
- Bite.
2d8+1. On hit: Grappled.

