honey.roasted
When crit, make a single Shard Whip attack in return.
When Bloodied, the Mirror can teleport up to 8 spaces as its movement.
- •Shard Whip (2x).
Reach 3, 1d8+6
- •Mirror Minions.
Summon corrupted reflections of the heroes (1/hero, size:1d8); each acts after its original.
AT 75 HP, the Mirror releases a blast of energy, dealing 5d6 damage to all creatures within Reach 8. Each affected creature must make a DC 12 WIL save or be brought to its Mirror Realm.
50 more damage and the Mirror dies. It summons 3 mirror minions/hero and minions inflict Dazed on death to creatures within Reach 1.
The nothic chooses one creature it can see and learns one fact or secret about them. The target is immune to this effect for 24 hours.
A nothic's mind cannot be read by simple, magical or mundane effects.
- •Claw (2x).1d10+6.
On Crit: Target is pushed 3 spaces.
- •Mind Blast.2d8+9.
Cone 4. DC 12 INT save or Silenced for one turn.
The nothic chooses one creature it can see and learns one fact or secret about them. The target is immune to this effect for 24 hours.
A nothic's mind cannot be read by simple, magical or mundane effects.
- •Claw (2x).1d10+3
- •Rotting Gaze.2d6+2.
DC 12 STR save or Poisoned for one turn.

(1 use) Creatures who hear this make a DC 14 WIL save or are Frightened for 1 turn.
While Bloodied, +3 speed if moving toward enemies.
- •Rend and Tear.2d8+9
- •Charge and Bite.1d10+6.
DC 12 STR save or knocked Prone.
If the elk moves at least 4 spaces straight forward and hits a creature with a ram attack, the target takes an extra 2d6 damage and is knocked Prone.
- •Ram.2d6+4
- •Hooves.3d6+4.
Target must be Prone.
When the worm takes 16 or more damage from a single attack, it lets out an ultrasonic noise. DC 12 WIL save or become Dazed.
Any creature that shields its thoughts is Invisible to the worm.
- •Bite.
Move 4, 3d6+10.
- •Plated Tentacles (2x).
Reach 2, 1d6+4. On Crit: Grappled.
- •Alter Prey (1 use).
The worm causes an awful thrum to emanate from its body. One creature it can sense suffers one of the following effects (Action: DC 12 WIL save to end the effect):
1. Forgotten Training. Lose the use of one random class feature.
2. Lost Potential. Reduce an ability score by 2.
3. Heavy is the Head. The creature is Slowed.
4. United at Last. The creature is Charmed. The creature can only attempt to save when it takes damage.
At 62 HP, Alter Prey recharges.
The worm is dying! 40 more damage and it dies. Until then, it can move 6 spaces each turn, and it gains Heavy armor.
(1 use) Reach 4, LVL damage. DC 13 WIL save or Dazed for 1 round.
- •Marrow Cloud.
Reach 4, create a 4x4 area of light fog. Allies within can teleport to any space inside the fog as part of their movement.
- •Condense.
If Marrow Cloud is active, all enemy creatures within the fog are Slowed until the end of their next turn. Marrow Cloud ends.
(1 use) Reach 4, LVL damage. DC 13 WIL save or Dazed for 1 round.
Treat attacks against you that roll a 2 a miss.
- •Dagger.2d8+6.
(or Throw, Range 6)
- •Bone Claw.2d8+10.
On damage, Grappled (escape DC 12).
(1 use) Reach 4, LVL damage. DC 13 WIL save or Dazed for 1 round.
Treat weapon attacks against you that roll 2 as a miss.
- Slash (2x).1d8+5
Creatures it hits are considered Infected. A creature is no longer Infected if it is damaged by Spinal Bloom or if the Spinesinger takes radiant damage.
- •Plated Tentacle.
Move 6, attack for 3d8.
- •Warpbone Lance.
Range 8, 4d8+8. On crit: Restrained.
- •Spinal Bloom.
(1 use) All Infected enemies within Reach 12 suffer 4d8 damage (ignoring armor). DC 13 STR save or become Dazed for 1 round.
At 85 HP, when it damages an Infected creature, all other Infected creatures take 4 damage. Spinal Bloom recharges.
The Spinesinger is dying! 60 more damage and its dead. Until then it will use Plated Tentacle the first time it is hit (1/round).