Faithra
Sand Worms move their full movement every turn in as straight a line as possible. They move underground and are not hindered by obstacles.
Sand Worms can only move in sand or other loose ground.
- •Acid Spit.2d8+8.
Range: 8. On hit: Poisoned until healed (healing ends).
- •Bite (2x).1d8+8
The Wyvern can see without relying on physical sight. Anything not behind Total Cover (including invisible creatures) is visible to the Wyvern even when it is Blinded or in Darkness.
If the Wyvern takes Thunder damage or becomes Deafened, it is Blinded and loses Blindsight until the end of its next turn
- •Rend.1d10+2.
On damage: If target is medium or smaller, it becomes Grappled. Wyvern cannot Rend another target until this grapple ends. THEN:
- •Stinger.1d6+2.
+9 poison damage.
- •Howl.
DC12 STR save. Cone 3. Failure: 3d8 Psychic & Dazed 2. Success: Half damage.

Resistance to Poison damage and Advantage on saves against being poisoned
+10 damage on attacks when target is Distracted or the attack has advantage.
- •Dagger.1d4+3.
(or Throw, Range 4). Attack twice.
- •Hand Crossbow.1d6+3.
(Range 6). On damage: DC13 STR save, or be Poisoned for 1 hour. On 8 or less, become Incapacitated for the duration, falling Prone. Taking damage or being shaken awake by another hero (1 action) ends Incapacitated.

The bugbear has advantage on attack rolls against creatures that are Bloodied.
- •Greatsword.2d6+2.
On a miss, bugbear can headbutt the same target
- •Headbutt.1d4+2.
On damage: Dazed 2 (Str save 12)
- •Heavy Crossbow.1d10+2.
Range: 20. If target is large or smaller, 2 forced movement away from the bugbear
When a shroomling is defeated, it releases deadly spores dealing 1d6 (Reach 2) damage to all heroes within reach
- Deadly Spores.
1d6 (Reach 2) to all heroes within reach.
You cannot move! Fail all dex saves automatically
When a Soot Fiend reaches the furnace, add 1d6 to the energy pool
- •Stoke the flame.
Create 1d6 and place them in a circle 9 distance away from you
- •Consume.
Unleash all soot fiends from the energy pool, dealing 1d6 per energy to any hero in range (Range 8)
"Pump the bellows!" At 60hp, both actions can be used each turn.
The Furnace is burning up! 40 more damage and it dies. Until then, all soot sprites within range 10 are sucked into The Furnace and added to the energy pool each turn. The Furnace loses all armour.
Soot Fiends can move at full speed through hero spaces
Soot Fiends always move towards at full speed via the shortest possible route
Bite any hero you pass through on your way to for 1d6 (can't crit)