AMZGZoidberg
Vulnerable radiant, resistant all others.
Moves by teleportation to any area of shadows within 12 spaces.
- Maddening Tapping.1d4 psychic (cannot miss or crit).
(Range 12) Target hero must investigate the strange tapping noise. Increment damage die each time this ability is used on the same target.

When extended, may fill contiguous spaces equal to the area of their size rating (Large = 4 squares, Huge = 9 squares). May coil up and reduce their footprint to 1/4 their full size.
- •Bite.4d12+10 Piercing (Reach 3).
Head is exposed. Attacks that target the head bypass armor.
- •Tail Swipe 2x.2d10+5 (Reach 2).
Slip beneath the water.
Surprise! The Moat Serpent can spring onto the land. If you do so you may make 1x Bite and 1x Tail Swipe per turn. Only attacks targeting the head bypass armor.

- •Lobster Dance.
All creatures in view of the dance must make a DC14 WIL save or be Confused for 2 rounds.
- •Grasping Claw.2d8 Piercing (Reach 2).
On Damage. Grapple
- •Slashing Claw.2d8 + 10 Piercing.
Against Grappled targets.
Can see in Obscuring Fog for up to 18 spaces. All your attacks have advantage +1 against targets within Obscuring Fog.
Ranged attacks against you have disadvantage +1 while in Obscuring Fog.
- •Spear Strike.2d6+8 Piercing (Reach 2)
- •Spear Throw.2d6+8 Piercing (Range 6)
- •Unarmed Strike.1d4+2 Bludgeoning.
On crit, Grappled.
Can see in Obscuring Fog for up to 18 spaces. All your attacks have advantage +1 against targets within Obscuring Fog.
Ranged attacks against you have disadvantage +1 while in Obscuring Fog.
- •Piercing Shot.2d8+6 Piercing (Reach 18).
On Damage. Slowed.
- •2x Quick Shot.1d8+1 Piercing (Reach 12)
Can see in Obscuring Fog for up to 18 spaces. All your attacks have advantage +1 against targets within Obscuring Fog.
Ranged attacks against you have disadvantage +1 while in Obscuring Fog.
- •Spear.2d6 Piercing (Reach 2)
- •Sling.1d6 Bludeoning (Range 8).
on crit. Dazed.
- •Obscuring Fog.
(1/ encounter) Summon a 6x6 area of obscuring fog. If you do not move the fog may be moved up to 3 spaces in any direction. The fog may be blown away by magical means.

Can shape shift into the form of an adorable puppy. Surprised heroes have disadvantage on initiative.
- •Firey Bite.2d10+15 Fire.
On Damage. Smouldering
- •Wagging Tail.1d10+10 Fire.
(Reach 6) to all Smouldering creatures.

Heroes cannot flee the combat.
While fighting Undyne Heroes are green.
- •Spear Throw.
Move 6 and (Range 8) 2d10+7 Necrotic.
- •Spear Strike.
(Reach 2) 2d20 + 9 Necrotic.
- •Hail of Spears.
(1/ Encounter) (Range 8) 3x3 AoE 2d20 + 9 Psychic. Dazed On DC 14 DEX save 1/2 damage and no Daze.
Recharge Hail of Spears. The Heroes turn Red.
Undyne is phasing out 41HP and she is defeated. Heroes turn green. Recharge Hail of Spears it is now 4x4 and has no DEX Save. On death Hores return to their normal color
Can be drank by creatures that are Small or larger
Can stand atop each other, and hold one medium sized creature.
- Gobble Up.1d6 Bludgeoning.
On hit. Grappled. Creatures Grappled by Water Fish are drowning. Drowning creatures must make a DC12 STR save or take 1d6 damage each turn.
You appear Medium sized but are treated as if you are Huge for rules purposes. You are resistant to Radiant and Necrotic damage.
Allies within 4 spaces gain 4d10 HP if you have moved this turn
- •Graves Embrace.d66 Necrotic.
Grappled (DC 15 WIL Save to escape). If a creature has 0 hit points while embraced it dies and is raised as a Specter
- •Grasping Souls.4d10 + 40 Necrotic.
(Range 8) Slowed.
If you have moved 6+ squares before an attack that hits, targets the same size or smaller are Prone and you may make an additional Bite attack this turn.
- •Gore.5d10+10 Piercing.
If you have not moved your full speed you can continue to move after the attack.
- •Bite.Heal 1d10 + 5.
If there are nourishing plants nearby to eat.
If you have moved 6+ squares before an attack that hits, targets the same size or smaller are Prone and you may make an additional Bite attack this turn.
- •Tail.4d20+10 Bludgeoning
- •Bite.4d10+10 Piercing.
On damage, medium or smaller targets are prone and grappled and you cannot bite another target.