morkaphene

Bludgeoning damage.
When the bone golem takes damage from a bludgeoning melee attack, the attacker takes 1d6+3 damage.
- •Rending Bone Claw.
(Reach 2). 3d6+20. On hit: Cursed (attacks against you always crit until you or an ally takes 1 action to end the condition).
- •Bone Spear.
(Range 12). 3d6+5.
Creatures that start their turn within Reach 2 of the bone golem take 10 points of slashing damage.
Bone Golem is DYING! 70 more damage and it dies. Until then, it makes 2 attacks on each of its turns.

Attacks crit on a 2, 3, or 4.
Attacks against this creature miss on a 1 or 2.
- Claw.1d4.
Vicious (roll 1 additional die when you roll crit damage).

Attacks crit on a 2, 3, or 4.
Attacks against this creature miss on a 1 or 2.
- Claw.1d4
If an attack would reduce you to 0 HP, you may force the attacker to reroll it and keep the lower of the two rolls.
- •Timed Charge.3d12.
Pick a space within Reach 2. At the beginning of Wylan's next turn, all creatures adjacent to this space take damage.
- •Fire Bomb (Throw 4).3d6.
All creatures adjacent to target also take damage.
- •Flash Bomb (Throw 4).2d4.
All creatures within Reach 3 of target make a DC 12 STR save or Blinded until the end of their next turn.
If an attack would reduce you to 0 HP, you may force the attacker to reroll it and keep the lower of the two rolls.
- •Brawl (2x).1d12+6
- •Rifle (Range 12).2d8+10
If an attack would reduce you to 0 HP, you may force the attacker to reroll it and keep the lower of the two rolls.
- •Brittle.
Target suffers 2 damage for each space it moves (or is moved) until the end of its next turn.
- •Vulnerable.
The next attack against the target is a crit.
- •Withered.
Target's next attack against a friendly creature is made with Disadvantage.
If an attack would reduce you to 0 HP, you may force the attacker to reroll it and keep the lower of the two rolls.
Advantage on ranged attacks.
- Revolvers (2x). (Range 12).1d4+10
If an attack would reduce you to 0 HP, you may force the attacker to reroll it and keep the lower of the two rolls.
Move or hide for free. Invisible to Distracted enemies.
- Dagger (2x).1d8+6.
On crit: Dazed.
If an attack would reduce you to 0 HP, you may force the attacker to reroll it and keep the lower of the two rolls.
As a free action, you may swap the position of any 2 Dregs.
Advantage on INT saves.
- •Crow's Head Cane.1d8+7
- •Pressure Point Strike.1d8+2.
On hit: disadvantage on next attack.
- •The Master Plan (1/encounter).
After Kaz uses his Master Plan ability, both targets immediately make a free attack.

Minions may interpose for Father Mortis.
- •Summon Minions (1 use).
Summon (2 x heroes) d4 zombie cultist minions within Reach 2.
- •Necrotic Blast.
(Range 12). 2d6+4. On crit: Dazed.
- •Sacrificial Dagger.
3d6+10. On crit: Cursed.
Summon Minions recharges.
Father Mortis is DYING (not so immortal, after all)! 30 more damage and he's dead. Until then, he gains Necrotic Aura 3. Any creature that enters or ends its turn within this area takes 5 damage.

Bludgeoning damage.
When the bone golem takes damage from a bludgeoning melee attack, the attacker takes 1d6+3 damage.
- •Rending Bone Claw.
(Reach 2). 3d6+20. On hit: Cursed (attacks against you always crit until you or an ally takes 1 action to end the condition).
- •Bone Spear.
(Range 12). 3d6+5.
Creatures that start their turn within Reach 2 of the bone golem take 10 points of slashing damage.
Bone Golem is DYING! 50 more damage and it dies. Until then, it makes 2 attacks on each of its turns.

- •Ambush! (1/encounter).
Summon 4 Ninja Minions within Range 3.
- •Poisoned Blade.
Attack for 3d6+5 damage. On hit: Dazed.
- •Smoke Bomb.
3d6 damage to each enemy within Range 2 and Ninja Boss becomes Invisible until his next attack.
At 113 HP, regains 1 use of Ambush!
The Ninja Boss is dying! 80 more damage and he dies. He immediately makes 1 Poisoned Blade attack against each enemy within Range 2.