morkaphene
- Sniper Rifle.2d8+11.
(Range 16)

Ballistic Armor protects against this creature's firearm attacks (but not non-firearm attacks).
- •Ma'amedevistan (1/encounter).
Move 12. Any creature adjacent to the path of movement takes 3d8+20 damage, DC 15 DEX save for half. Does not provoke attacks of opportunity.
- •Minigun (Firearm).
Move 6. (Range 8) 2d8+10 damage to 2 adjacent creatures.
- •Arm Cannon (Firearm).
Move 6. (Range 12) 3d8+20.
- •Cyber Fist.
Move 6. (Reach 2) 2d8+15 and Prone.
- •Stomp.
(vs Prone creature) 2d8+30.
Madame Smasher regains 1 use of Ma'amedevistan.
Madame Smasher is dying! 100 more damage and she dies. Until then, her Minigun does 3d8+10 damage.
- •Carbine (x2).2d10+1.
(Range 12).
- •EMP grenade.2d12+10.
3x3 square. DC 13 DEX save for half. On hit: Hackable targets are Dazed.
- •Carbine.1d8+4.
(Range 12). On hit: creatures adjacent to the target take half damage.
- •Taser.1d8+4.
(Range 3). On hit: Dazed.
- •Gun.2d6+4.
(Range 12).
- •Stun Baton.1d4+5.
On crit: Dazed.
- Baton or Gun.
1d6 (Range 12).

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.