MarkBluman

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
You can pinpoint movements caused by anything in contact with the ground. Disadvantage when attacking flying creatures.
When an attack against you crits, create two 1d10 Sandworm Larvae minions.
- •Sink.
Create a sinkhole around you. Creatures within Reach 2 make a DEX saving throw or are sucked in to the ground, taking 1d20+10 damage and becoming restrained for 1 round. Half damage on a save.
- •Giant Maw.1d20 +20.
On hit: grappled.
You can pinpoint movements caused by anything in contact with the ground. Disadvantage when attacking flying creatures.
Burrowing does not trigger opportunity attacks.
- Bite.1d4+8
You can pinpoint movements caused by anything in contact with the ground. Disadvantage when attacking flying creatures.
Can be mounted. See Mount Rules.
Grappled creatures burrow with you and cannot be released until you resurface. +1 wound each time a Hero burrows with you.
- Maw.1d4+20.
On hit: grappled.
Increment your attack dice by 1 and size to Gargantuan during a storm.
Your core is an Eye that doesn’t change size, surrounded by a swirling storm that acts as your body. Attacks made at Reach 1 against your Eye ignore Armour.
- •Howl.
(Reach 6) 1d12+12 slashing damage in a straight line. On damage: Flying creatures fall prone.
- •Vortex.
Move up to 8 spaces. Creatures in your path take 1d12+6 bludgeoning damage and make a DC 16 STR saving throw or land prone.
- •Static Charge.
Increment your armour to H for 1 turn. Next turn, Lightning Strike.
- •Lightning Strike.
Can only be used after Static Charge. (Reach 12) Deal 3d12+10 lightning damage to a 3x3 area. On damage: charged. Double damage against creatures carrying coin.
At 160 HP, summon a storm and 3 1d12 Gale minions / hero. The storm persists until all minions are defeated.
Tufani is dying! 120 more damage and it dies. Until then, Tufani can use Lightning Strike without using Static Charge first.
Can be mounted. See Mount Rules.
(1/round) when damaged by melee slashing or piercing attacks, the attacker is poisoned for 1 round.
- Bite.2d10+8
Can be mounted. See Mount Rules.
Gain medium armour when in water. When mounted, +4 when defending in water.
- Chomp Chomp.(2x) 1d10+5.
On crit: grappled.
Can be mounted. See Mount Rules.
If your attack Hampers a creature, attack them again for free (ignoring disadvantage from Rushed Attacks).
- •Tail Whip.1d8+20.
(Range 4) On crit: prone.
- •Noxious Breath.
(2/encounter. Reach: Cone 6) DC 14 STR save, 1d8+8 poison damage, half on save. On damage: blinded until the end of their next turn.
Can be mounted. See Mount Rules.
Attacks against you miss on a 1 or 2.
Can be mounted by up to 3 Heroes simultaneously.
- •Stomp.
Creatures within 3 spaces of you take 2d10+10 damage and must make a DC12 STR save or be knocked prone. If mounted, they are automatically thrown off.
- •Shell Defense.
Retreat into your shell. Treat attacks against you that roll an odd number as a miss until the end of your next turn.
Can be mounted. See Mount Rules.
When you move 5 spaces in a straight line before attacking, gain advantage on the attack.
- Maul.3d10+6.
On damage: prone.