Either
Always attacks the last creature to damage him.
- •King Claws.
Move 4, attack (2x) for 1d20.
- •Skitterthrow.
Move 8, throw rock (Range 6) 1d20.
Cracked Shell. At 75HP, its armor degrades to M, gains +2 Move.
The Bog Tyrant is dying! 50 more damage and he dies. Until then, his attacks gain: On Hit: Prone
Outer Hull is immune to damage. When the Outer Hull is damaged, the Mimic's next Cannonade attack adds +1 die.
When a Grappled creature is Move into Reach of another mast's Animated Rigging, the Grapple source is swapped to the new mast.
- •Animated Rigging.
(Reach 8) 1d8+5, Grappled (Escape DC12),
- •Cannonade (1/Round).
(TBD, tied to Ship "Companion" battle mechanics)
- •Biting Maw (Cabin Doors).
(Reach 6 or VS Grappled creature) 4d8, Grappled (Escape DC12). On Damage: Swallowed.
Swallowed: 1d8 damage at the beginning of each of the mimic's turns, ignoring armor/Defense. Swallowed creatures deal double damage to the mimic.
Bits and pieces break free from their roost and attack at the end of each Round as 2/Hero small Sailing Gear Mimic minions (size: d8, On Damage: Grappled)
The mimic is wearing out! 15/Hero more damage and it dies. Until then, the Cargo Hatch opens up and becomes an alternate source for Biting Maw.
When Crit, spawn one Tiny booze minion (size: d6).
On Crit, target is Poisoned (healing ends). While Poisoned this way, they are also Slowed.
- •Barrel Through.
Move 6 (can move through enemy spaces). Each creature it moved through must make a DC11 DEX save or take 2d6.
- •Pseudopod Strike.
(Reach 3) 2d6+5.
At half HP, Inebriation! is now On Damage instead of On Crit (including minions).
At 0HP, the Cursed Booze is dissolving! 10/Hero more damage and it dies! Until then, Inebriation! is now On Hit instead of On Damage (including minions).
The Heart Devourer can move into the space of an Incapacitated creature. If the creature is at 0HP when it does so, the creature must make a DC11 WILL save or have its heart swapped with the Devourer. They immediately recover 10HP and have their actions controlled by the Devourer. The Devourer has Total Cover while inside a host and is forced out when the host dies. It can also leave on its turn using 1 space of Move. The host dies if the heart is not restored or healed before the Devourer's next turn.
- •Tangling Veins.2d4.
Grappled (Escape DC11)
- •Heart Attack.2d4+5.
(Grappled target, Ignores Defense) Drained.
Flying movement doesn't provoke Opportunity Attacks.
- •Goring Swoop.2d4+2.
If the Peryton moves 6 before hitting with the attack, the target takes +10 damage and suffers Knockback 1.
- •Heartseeker Talons (2x).2d4.
On Crit: +1 Wound. If the last Wound is marked, the Peryton removes their heart.
Does not die at 0 HP. Only fire, radiant, or a crit while at 0 HP can kill it.
When killed, it revives 24 hours later in a new body with the same stat block. A Hero that knows the Radiant school can expend 5 mana while touching the Revenant within 1 hour of its death to prevent this.
- •Frightful Glare.
(Reach 6) DC15 WIL save or Frightened and Dazed for up to 1 minute, repeating the save at the end of its turns.
THEN:
- •Hack 'n' Slash (2x).2d6+10 Necrotic
At the top of each Round, all enemy creatures within hearing of their "song" must make a WIL save (DC 10 plus the number of remaining Harpies in the encounter) or have to spend 1 Action on their next turn to Move up to their Speed toward the nearest Harpy, oblivious to danger.
The Crimson Caterwauler increases the DC of Hypnotic Screech by +3 instead of +1.
The Crimson Caterwauler is not Slowed when force moving a Grappled unarmored creature. She can fly with up to 2 Medium or smaller unarmored creatures OR 1 Large unarmored OR 1 Medium or smaller armored creature.
- •Scratch & Grab (2x).
3d6, Grappled (Escape DC 13, or 16 if Grappling only 1 creature).
- •Drop on Rocks.
Fly up 5, then release a Grappled creature. If dropped over water, FALL damage is halved.
Scratch & Grab gains Vicious and Grappled is replaced with Knockback 2.
At the top of each Round, all enemy creatures within hearing of their "song" must make a WIL save (DC 10 plus the number of remaining Harpies in the encounter) or have to spend 1 Action on their next turn to Move up to their Speed toward the nearest Harpy, oblivious to danger.
Harpies are not Slowed when flying with a Grappled Medium or smaller unarmored creature.
- •Scratch & Grab.
2d6, Grappled (Escape DC11).
- •Drop on Rocks.
Fly up 4, then release a Grappled creature. If dropped over water, FALL damage is halved.
While Hidden, its next attack raises its Primary die by 1.
- •Sickening Breath.
Fly 8 into the air. Next turn creatures within a 4x4 area must make a DC12 STR save or take 2d12+5 and become Poisoned (magical healing ends), then land within the area.
- •Toxic Bite.
(Poisoned creature, Reach 2) 2d12+5, 1 Wound.
- •Call Servants.
Summon 1/Hero Lackeys (minion size: d6)
- •Coordinate Servants (1/Round).
All Minions immediately Move 6.
At half HP, Gaseous Plume. (Reach 12, AoE) 1d12 and Poisoned (magical healing ends) to all enemies and the Green Dragon become Hidden (Spot DC12). The area remains Obscured until blown away (such as by certain Wind spells), which exposes that portion until the next Round.
At 0HP, the Green Dragon Youngling is dying! 40 more damage and it dies! Until then, it loses Medium armor and gains Slither. Move 6 and Hide if Obscured (Spot DC12).
When a crew member of the Excelsius misses an attack, the next member's attack gains Advantage.
- •Cutlass (2x).1d6+2 (Vicious)
- •Pistol.3d6+3 (Vicious).
Range 6. On Miss: The Pirate loses access to Pistol until they skip a turn to clear the jam.