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- Slow slam.1d4+15.
At 2 disadvantage unless hampered. On Crit: prone

Reach 3 reaction: DC 19 INT save to move any closer. Can be used once per hero per turn.
- •Mind lance.1d6+30.
DC19 INT save to avoid
- •Mushroom fools (if fewer fools than heroes).
Broderick makes the ceiling rain ancient blood waking 1d8 mushroom fools
- •Concussion.1d6+15.
On hit: Push 3
A crack appears on the glass. A crit with a massive weapon will instantly kill Broderick.

- •Charge & Push.
Move 6. 1d4+8. On damage: Prone.
- •Grab & Throw.
D4. On damage push 6. If another hero is struck both make a DC 13 DEX save or take 2d6+3 damage and are knocked Prone.
The Lion finally draws his sword. Replace grab & throw with: Giant Slash, only on prone targets, DC 13 DEX save or take 2d20 damage.
The Lion is dying! 60 more damage and he dies. Until then he drops his sword. Giant slash is replaced with grab & throw
All guildmen crit on a 5 or 6 while the Guildmaster is present.
- •Call in the bureacrats.
Summon 1 guildman.
- •Flurry of regulations x 3.1d8+7.
Range 6. A cloud of books, quills and ink pots.
- Tax.1d6.
On crit: steal 100gp if possible and flee. Attracted to the richest PC.
Can't move and attack.
- •Boomstick.1d4+20.
Range 8. On miss: Jams and can't fire again this encounter.
- •Hand axe.1d8+5
1/round: Can perfrom opportunity attacks while within 2 of another shield dwarf.
- Hammer blow.2d6+5.
On crit: Prone.
Any creature that can hear the cloaker must make a DC16 INT save at the start of their turn or become frightened of it and miss on a 1-3. They perceive there to be many duplicates, all unfolding and folding in impossible geometries.
- •Latch.1d4+30.
On hit: Gain riding.
- •Feed (only on latched targets).1d4.
On hit: Causes one wound.
Invulnerable while standing over her cauldron.
Starts combat with 2x tiny kitchenware minions/hero.
- •Service!
Summons 2x tiny kitchenware minions / hero.
- •Yes, chef!
Range 6, DC 13 WIL save or hero immediately uses an action to move controlled by the hag.
- •More ingredients!1d6+20.
Reach 2. On hit: Pull 2. If hero is pulled into the cauldron they take 10 extra damage and become dazed.
Minazorond believes all monstrosities are normal people and vice versa.
Argonath's ressurection is an end-state to the campaign.
Attacks against dragons are at disadvantage unless they are on the ground. They are immune to prone and hampered while flying.
- •Breath weapon (requires concentration).1d66.
AOE 4x4 (fire) for Argonath or line 8 (Electricity) for Minazorond. Dex DC 20 save for half damage.
- •Reposition.
Starts concentrating on the breath weapon. Can be interrupted with a crit.
Cannot move or be moved.
On the other side of the gate are a lever and a winch that controlled the gate. The gate will react violently to anyone trying to pass!
- •Seize the intruder!
Attack, reach 3, 2d6+10, on hit: grappled.
- •Bring them here!
On grappled target: Attack 2d6+10, on hit: pull 3.
- •Drop the portcullis!
On grappled target: 1d4+30 damage, on hit: prone and dazed.
- •Open the gates!
Attack 2d6+10, on hit: push 3 and prone.
- •Withdraw!
The guards meld back into the gates, which shut fast. The gate is invulnerable until it takes an action other this one.
- •Bar the door! (reaction to someone trying to get through the gate).
DC 15 Dex save or stopped and attacked with "Seize the intruder!"
At 150 HP. The gates have been damaged, they are slower to react and it's easier to get to the controls. The DC for getting through the door is lowered to 12.