Jaymz H.

Ranged attacks against you have disadvantage. At the end of your turn, push adjacent creatures 2 spaces away
- • Gust.
(Reach 8) Knockback target 1d6 Spaces.
- • Rend.
Fly 10. (Reach 2, up to 2 targets) 1d12. On hit, gain Biting Wind.
Enemies within Reach 12 gain Thornblight. Gain: Tornado (1 use, Reach 8, AoE) 1d10+10, half on a DC 11 DEX save.
Windy is dying 65 more damage and she dies, and Aura of Wind and Gust move creatures twice as far.
- • Flame Blast.
1d10+15. (Range 10)
- • Flamethrower.
1d10+5. (Cone 3)
Bludgeoning damage or any crit causes bones to splinter off and animate, forming a skeletal minion (size:d10).
vulnerable to bludgeoning. (ignores armor) Resistant to
- • Devastating Strike.
(Reach 2) 1d4+25 damage. On hit: Knockback 6.
- • Trample.
Move 10. Deal 1d4+10 damage to up to 2 targets along the path. On hit: Prone.
- • Tentacles.
The 2 furthest heroes make a DC 13 DEX save or are moved adjacent to Slobberath.
at 0 HP, Turns into 20 minions that try and escape. If any do, at sunrise they reassemble.
When crit or dealt any slashing damage: summon (P3) Slime minions (size: d6); their attacks inflict Digested
Deal an additional (P3) damage for each time the target has been Digested this encounter.
- Acidic Touch.
(2×) 1d6+2. Digested
When crit, make a Heart Piercer or Stormquill attack in return
- • Revolver.
(Reach 8) 2d4+10
- • Calvery Saber.
Move 6, 2d4 damage. On CRIT: Dazed
@87 HP, Smoke Bomb. Flint Blinds all Heroes for 1 round, then moves 6, ignoring opportunity attacks. (Blinded creatures are attacked with advantage and attack with disadvantage)
Tucker Flint is dying, 30 more damage and he's dead. Until then, whenever he takes damage for the first time each round he uses Strikeback.
After each hero's turn one of the Undead Cowboy's gets a turn
- • Whip.
1d8. Reach 4, On Damage: Grapple and drag
- • Shoot.
1d6+5. Reach 12
Treat the highest die rolled as the Primary Die. On crit: knock Prone.
- • Savage Screech.
(1 use) All enemies within reach 12 suffer 2d6 damage (ignoring armor). DC 11 WIL save or become Frightened for 1 round.
- • Bramble Rush.
Move 8, then attack 2d6
- • Thrash.
Attack for 2d6+5
@100 HP, Savage Screech Recharges
The Chaos Behemoth is dying, 30 more damage and it dies. Until then its attacks do d10's instead of d6's
Whenever Albus is CRIT: He can FLY 10 imediately
- • Dawnstrike.
( 1 use ) Reach 3, 5d12
- • Rampage.
attack for 1d12+16
- • Fluttering Strike.
Fly 10, attack for 1d12+6 damage.
@75 HP Dawnstrike recharges.
Albus is dying! 50 more damage and he dies. Until then, the first time each turn he takes damage, he uses Move + Claw.