MarkBluman
Your attacks miss on a 2 and cannot crit.
Heroes roll Initiative with advantage.
- Scratch.
1d6+1
Your attacks cannot miss or crit.
- Scratch.
1d6+1
Your attacks cannot miss or crit.
After using a (Recharge X) action, become unarmoured until the action recharges.
- •Shears.2d8+4
- •Rot & Rust.
(Recharge 3) All Heroes within Reach 3 lose 1 Armour until their next Field Rest. If unarmoured, Heroes choose 1 item from their inventory slot to be destroyed.
Your attacks cannot miss or crit.
After using a (Recharge X) action, become unarmoured until the action recharges.
- •Solar beam.1d8+5.
(Range 6) When you would crit: Blinded for 1 round.
- •Revert.
(Recharge 3) All creatures within Reach 3 lose Max HP equal to half the value of their Hit Die until the end of combat.
increment adjacent insects’ Armour.
At the end of each round: summon a 1d6 beetle minion.
- Kick.1d4+4
increment adjacent insects’ Armour.
If you move 4 spaces in a straight line before attacking, ignore Armour.
- Piercing Mandibles.2d6+4
increment adjacent insects’ Armour.
- Bite.1d4

Morrelia reverts creatures to their younger, weaker selves.
At the start of her turn, adjacent creatures lose Max HP equal to half the value of their Hit Die (e.g. d12 = -6). Max HP is restored if she is defeated.
- •Warped Spacetime.
(1 use) Teleport to a creature you can see. Take a turn immediately after this.
- •Longsword.
Move 8. 2d6 damage.
- •Rust & Rot.
2d6+8 damage. On damage: lose 1 Armour. If unarmoured, target chooses 1 item from their inventory slots to be destroyed.
At 50 HP, Warped Time recharges.
Morrelia is fading! 30 more HP until Morrelia returns to dust. Until then, Revert gains Reach 3.
When you take damage whilst restraining a creature, the restrained creature also takes damage, but only from the dice rolled. Your shanks can’t be interposed.
When you take fire or slashing damage, immediately release any restrained creatures.
- Smother.1d10+8.
On hit: restrained

When crit: swap places with a Gold Coin and become Charged until your next attack.
At the start of the encounter, scatter [number of Heroes x2] Gold Coins infused with mana within Reach 12.
- •Rapier.
Move 6. Attack for 1d8+3. When Charged, Reach 2 and on damage: dazed.
- •Charge Up.
Swap places with a Gold Coin and become Charged until your next attack.
- •Lightning Trigger.
Only use when Charged. Creatures within Reach 2 of a Gold Coin take 1d8+10 lightning damage. Does not stack.
At 55 HP, Amadeus immediately moves [number of Heroes] Gold Coins up to 4 spaces.
Amadeus is Dying! 20 more damage until he dies. Until then, Amadeus is Charged.
Can be mounted. See Mount Rules.
Creatures that start their turn adjacent to you take 1d10 lightning damage. Ice damage ignores your Armour.
- •Talons.1d4+16.
On crit: grappled.
- •Charged Breath.
Increment your armour to H for 1 round. Next turn, use Lightning Breath.
- •Lightning Breath.
Cone 8: make a DC 15 STR save or take 1d20+30 lightning damage, half on save. On hit: Charged.
Can be mounted. See Mount Rules.
When you are crit, halve the damage and become Petrified for 1 round.
- Trample.2d10+6