Woggy Sognart
Cling to any surface, advantage against Prone or moved.
- •(x2) Tentacles.1d6+8.
(Range 10) On hit: Grappled (Escape DC 15) and pulled adjacent.
- •Bite.4d6+16

For every 20 damage the hydra takes, it loses a head. At the start of its next turn it regains two heads for each head lost. Fire damage instead prevents any heads from regrowing.
The hydra starts with six heads.
Make an Opportunity Attack using half the current heads.
- Bites.
(Reach 2) 1d6+5 damage per head. The attacks can be divided up amongst multiple targets (use only one primary die per target): 2+ heads hit: Grappled (Escape DC 17); On crit: Poisoned (DC 17 Str save ends).
Appear as a medium or small humanoid, act first if nobody sees through your disguise.
When crit: use lightning leap.
- •Lightning Leap.
Teleport 8. 4d6 to all adjacent targets on arrival (doubled against metal armor)
- •Frigid Blast(1 Use).
(Cone 10) d66 damage (half/ DC 16 Str save). Fail: Restrained (Escape DC 16)
- •Tetsubo.
3d6+30. On hit: pushed primary die spaces

Appear as a medium or small humanoid, act first if nobody sees through your disguise.
When crit: use mist form
- •Hypnotic Breath(1 Use).
(6 Cone) DC 16 Will save. Fail: Dazed 1 minute (save ends); 2nd Fail: Incapacitated (damage ends)
- •Mist Form.
Fly 6. Become Invisible and insubstantial until you attack.
- •Devour Soul.
(Incapacitated target) 80 damage (ignores defense) and recharge hypnotic breath.
- •2x Claws.2d6+14.
On crit: Frightened (save ends)
If a willing creature signs their name and soul away to the devil's contract, the devil can fulfill their desire with an ironic twist or caveat. A recipient of such a contract can't be resurrected, as their soul is doomed to hell.
When crit: use Summon Debtors.
- •Conjure Debtors.
Summon Infernal Debtor minions (1/Hero;d8) which act immediately. Debtors deal their damage to any melee attackers when slain.
- •(2x) Infernal Contract.
(Reach 4) 4d6. On hit: Restrained (Escape DC 15)
Any space you walk through becomes burning till the end of the next round (3 fire damage per square moved through for non-devils).
- •Trident.
1d6+6. 1d6 extra damage per adjacent Vordine.
- •Whip.
(Reach 2) 1d6+6. On hit: Prone

The wyvern can drag Grappled creatures its full speed.
- •Bite.
3d6+20. On hit: Grappled and the wyvern flies 6 for free
- •Stinger.1d6+20.
(Reach 2) On hit: Poisoned (healing ends)

When dealt radiant damage, deal that much damage back at the attacker.
If the lich dies, it reforms in 1d10 days from its soul vessel, as long as its soul vessel isn't destroyed.
- •Rift Walk.
Teleport 10. 2d10 to all targets within 2 on arrival.
- •Withering Ray.
(Range 12) 3d10, on hit: Weakened (Weakened: Disadvantage on STR or DEX attacks and tests, ended by healing)
- •Grip of Death.
6d10. On hit: Dazed
- •Army of the Dead.
Summon skeleton minions (d10;1/hero).
At 50% HP: summon a skeletal minion each time you take a turn (d10).
At 100 HP: Heroes gain half as much HP from all healing, and whenever they would be healed the lich regains the other half (can't be brought above 100 HP).

Move 4 any direction when a creature moves into adjacent.
- Tongue.
(Range 4) 1d6+8. On hit: pull 4. On crit: Swallowed (Swallowed: Restrained, take 10 damage at the start of your turns, you can't miss the creature that swallowed you)

When Bloodied: Your attacks and attacks against you have Advantage
- Greatclub.
1d6+10. On damage: knocked back primary die spaces.

Can't be Dazed.
When Bloodied, shrink to Tiny. Attacks against you have Disadvantage.
- •Mind Mastery.
DC 11 Will save. Fail: GM immediately spends on of your actions.
- •Psychic Dagger.
(Range 6) 4d4+4 psychic damage (ignores defense) On crit: Dazed

Can't be Dazed.
When Bloodied, grow to Large and pick becomes 2d4+8
- Pick.1d4+8. On crit: Prone