Vinnie
After being attacked, move up to 6 spaces.
- • Set Ablaze.
1d8. The target becomes smouldering
- • Burn (when rtarget is smouldering).
3d8
After being attacked, move up to 6 spaces.
- • Spear.
2d4
- • Sling.
1d4+1
Advantage on attacks when an ally is adjacent to the target.
Armor increases 1 step for each adjacent ally (None, Med, Heavy) for all allies
Can interpose for bloodied allies
- Weapon Strike.
2d8+6. (Or Bow: Range 8) Can push foes number of spaces equal to primary die.
When an ally reduces someone to 0 hp, the Burnbearer may stride up to 4 squares.
- • Charge.
1d8+4. The Burnbearer charges up to their full speed and attacks a single target for 1d8+4
- • Attack.
2d8+4. The Burnbearer attacks a single target.
- • Torch and Go.
The Burnbearer sets a person ablaze. They are now smouldering at take 1d8 damage on their turn, until they put it out.

- • Charge.
2d8. Princess Sunset charges forward 8 squares in a straight line, trampling anyone she comes across. On damage, they get knocked prone.
- • Strike.
2d8+6. Camilla strikes.
When Bloodied, Princess Sunset breaks and Camilla no longer is able to Charge and her movement becomes 6 squares. She immediately enlarges to a LARGE creature, and her strikes now do 2d8+10 damage.
Advantage on attacks when an ally is adjacent to the target.
- Bite.
1d6+2. On Crit. Prone
- • Fist.
2d8+4. The Fungus Leshy strikes it's target.
- • Spore Cloud.
The Fungus Leshy releases a cloud of spores, all creatures withing 2 squares of the Leshy must make a DC 11 STR save or take 1d6 damage and be poisoned for one round.
Upon dying, the Leshy Releases this sporecloud.

A Flash beetle emits a blue light, dimly visible from afar. This auro immedately goes away for 24 hours after using the Light Flash-ability.
- • Light Flash.
The flash beetle creates a brilliant flash of light. All creatures in its luminescent aura must succeed at a DC 10 STR save or be BLINDED for 2 rounds.
- • Bite.
2d6+4. The Flash beetle bites its target.
- • Rock.
3d10. Shaggy throws a rock.
- • Club.
3d10+8. Shaggy uses his club.
- • Otherworldly Laugh.
The korred unleashes an otherworldly laugh. Each non-fey creature within a 30-foot burst must attempt a DC 16 Fortitude save. On a failure, the creature is slowed 1 for 1 round (or stunned 1 on a critical failure).
When attacked by any number of Raven swarms, on a failed a DC10 + [No. of Swarms] DEX save the target is until the end of it's next turn.
- Bite.
1d6
After being attacked, move up to 6 spaces.
- • Spear.
2d6+2
- • Sling.
1d6+1
Always crits grappled creatures.
- Jaw Attack.
2d8+2. When the attack hits, the target becomes grappled.