Shed
At the start of an enemy turn the Dracovetus creates an illusion of the deepest desire of that creature in Range 8 of that creature.
A creature that becomes adjacent to its Heart's Desire during it turn gains Inspiration. If a creature ignores its Heart's Desire it takes 12 psychic damage.
- •Breath Of Loss 1/Encounter.
Cone 8. 5d12+10 psychic damage. On Damage: Dazed for 1 round as the creature experiences it's deepest desires ripped away.
- •Draconic Momentum.
Fly 12. Attack at any point for 2d12+8 On Crit: Recharge Breath of Loss
All The World's Riches At 187 HP a Dracovetus creates 2 illusions with Heart's Desire instead of 1. And creatures damaged by Wish Come True have Disadvantage to attack the Dracovetus until they become adjacent to their Heart's Desire
The Dracovetus is dying! 100 more damage until it dies. Empty Wishes Creatures without Inspiration are Blinded to everything except their Heart's Desire.
On Move: Adjacent creatures fall Prone.
Allies who can hear, have Medium Armor, and can't be Slowed or Poisoned.
- •Stomp.2d12+12.
Reach 2. On Damage: Daze.
- •Everybody Lose Control.
Enemies make a DC 15 WIL or Confused for 1 round and Poisoned.
Invisible until they attack.
While inside an ally's shadow, that ally has Advantage on damage rolls, WIL saves and skill checks.
The Serperbia becomes Blinded for 1 round and is expelled from an ally's shadow when it takes Radiant damage.
- •Fangs and Claws.2x 3d6+10.
On Damage: Poisoned
- •Shadow the Arrogant.
The Serperbia melds with the shadow of an adjacent ally. If it's already inside an ally's shadow the ally repeats its last Action. It can spend 3 move to exit an ally's shadow but otherwise moves with it.
- •Slither.6d6 Poison.
2/Encounter 6x6 AoE On Damage: Restrained for 1 round
When damaged the Bells are pushed 4 squares, dealing 1d12 damage to anything in its path.
When damaged, Widow moves 2.
- •Dash.
Move 8. Attack for 1d6+4 slashing damage twice.
- •Toss Bell.
Range 6 1d12+6 On Crit: Target falls Prone. Summon a Bell within 3 spaces of the target.
- •Pull Strings.
Move all Bells 4 spaces in any direction
A bell appears for each Hero and Widow moves 8 spaces
Widow is Dying! 70 more damage and she dies! Widow Tosses a Bell at the start of each of her turns.
Heroes in Range 3 take 2 psychic damage when they take the Help Reaction.
When a Taunted creature misses, their allies take 2 psychic damage.
- •Pinch.2x. 1d4+1 piercing.
On Damage: The target is Taunted
- •Insite Animosity.
Range 6. Target deals 2 psychic damage to one of their allies and makes them Taunted.

At the start of each round, Frighten enemies in range 4.
Advantage against Frightened creatures.
Fire attacks have Advantage against the scarecrow.
- •Jumpscare.
Move 5 then attack for 1d4+4 psychic damage. On Crit: Dazed for 1 round.
- •Reap.
Attack for 3d4+6 vicious slashing damage.
"Flaming Festival" When the scarecrow takes fire damage it moves 2 and spaces it moves through start burning, dealing 2d4 fire damage when a creature enters it.
The scarecrow becomes immune to fire damage, a creature that starts its turn adjacent to it takes 2d4 fire damage.