Tuna
Tyr, His man Flint workers and a Beast
All Allies Have Advantage, Only have 1 eye (All attacks Disadvantage)
- •Collecting Light.
Charge Up
- •Holy Knife.
1d4+20
- •Healing Light.
(Range 8) 2d8 Heal
(25 Hp) Use Holy Knife immediately
Tyr, His man Flint workers and a Beast
Does not die
- Offering.
So he went to the Children of the Night, He begged a Magic Knife of their make for our sake, When he begged for the Knife they said: "The price of the Knife you would buy is an eye!" And that was the price he paid.
Grants a Holy Knife.

Tyr, His man Flint workers and a Beast
Lower level creatures are frightened upon seeing it.
- •Grin.
WIL DC 15 or Frightened, already Frightened creatures take 2d10 pyschic damage.
- •Stab .
(Reach 1) (3x) 1d6+3, Always Crit to Frightened Creatures.
- •Spikes.
(Range 8) 1d6+10 On Crit: Frightened.
(60 HP) Grin Deals 4d10 damage (Does not Miss), Spikes is now (3x) , Can Choose Actions

Tyr, His man Flint workers and a Beast
- •Handcrafted spear.
(Range 6) 1d8
- •Handcrafted Knife.
(Reach 1) (2x) 1d4
- •Run, RUN!
Run for your life (Exit combat)
(15 Hp) Gain "Run,RUN! " action

Turned a disability into an advantage.
Watch out in the fight for the cripple-armed knight Whose hand can’t swing up – only down For he’ll watch through the dance till he spies a good chance Then his downstroke will cost you your crown!
[Always Crits]
- •Dance of the Sword.
The knight performs a swift sword dance (Charge Up)
- •Downstroke.
(Reach 1) 3d12, On Crit: Grappled (Always)
- •Shield Arm.
His shield-arm will raise up his sword-arm, and then He’ll watch for a chance with his downstroke again – You know that he’ll strike, but you never know when
Gain 40 temp hp (Lasts 1 round)
(27 HP) Use Downstroke immediately

Turned a disability into an advantage.
Pray do not go near the knight who can’t hear: Though he can’t tell command-calls at all, He reads signs from his friends, and his post he defends...
(Can not be supported and cant support (Heal, Interpose etc.), Allies can command him to attack 1 action
- •Lightning-fast seven-foot maul!
Reach 4, 1d12+15 thunder damage, On Crit: Charged & Prone.
- •Whirling.
They say when it’s whirling it raises a breeze And the head on its chain has been known to break trees – So when he starts swinging, the prudent man flees Where he fights in the Cripples’ Shield-Wall!
8x8 AoE, 2d12 to all targets, Move them 4 closer.
(45 hp) Whirling now does 4d12.

Turned a disability into an advantage.
He can hear you twelve paces away: He’ll listen off-hand till he’s sure where you stand Then his bill-hook reaps far more than hay!
Always disadvantage, Only sense 12 blocks near him
- •Bill-Hook.
(3x) 1d8+5 [Reach 1, 2x2]
- •Bring Pain.
(Vs Bloodied) Reach 1 4d12 (1 Use)
(37 HP) Bring Pain Recharges

Turned a disability into an advantage.
Beware the old dame who’s arthritic and lame So knee-sprung she barеly can stand; But her hands and her eyе are still steady and spry – She’s the best crossbow-shot in the land!
Does not Miss, does not move
- •Repeating crossbow.
1d20+4 (Does not Miss), Range 50
- •War-arrow blade.
With a repeating crossbow and war-arrow blade, She can pierce any armor that’s ever been made.
[Your next attack can not be blocked]
When enemies are within 15 blocks. Gain Advantage

Turned a disability into an advantage.
Consider the plight of the one-legged knight. As he braces his crutch with his shield; He’ll stand still and wait till you come for the bait. Then you’ll find that the bastard won’t yield!
[First Attack of the Knight is always a Crit]
- •Slash.
And the reach of his sword-arm defies all belief. Where he fights in the Cripples’ Shield-Wall
(Reach 4) 2d10+5
- •Stand Still And Wait.
Gain 2x Advantage (Next attack)
(20 HP) Do you knock his one leg down, there’s still no relief! He’ll crawl down the field with his sword in his teeth;
[-2 Reach and -1 Movement , +10 Damage]

Nass'rak has long since learned the greatest weakness of the foolish adventurers who hunt him: GOLD! Beneath the loose scales along his back, he stores countless coins within an enormous air sac. Forever bloated with treasure, the organ that once fueled a dragon's fiery breath has withered away, leaving him unable (and unwilling) to breathe fire ever again.
Nass'rak cannot be Influenced, bargained with, or tempted. Within his endless wealth, he already possesses everything a creature could ever desire. The countless coins within his air sac constantly grind against one another, keeping them polished to a brilliant shine.
- •Tempting Hoard.
Nass'rak vomits a small portion of his hoard onto the ground, drawing nearby adventurers toward the Shining treasure.
Burrow 6 Then, (Range 20) [Single Target] [WIL Save, Lowest one effected] Hero moves toward the Hoard then Spents 1 turn collecting it. (Distracted)
- •Ambush.
Burrow 8 Then, (Vs Distracted) Bite for 2d20+20 and Targets All gold coins sucked to air sac.
- •Gilded Breath.
Nass'rak unleashes some amount of the coins within his air sac
Burrow 6, (Line 12 or 6x6 AoE) 5d12+10 + [per 5000gp stolen]d12 Then, making one of the heros distracted with gold.
[5000gp can be to little for a level 13 adventurer and can be changed.]
- •Golden Object.
Nass'rak spit out golden objects out of his air sac to knock of heros
Burrow 6 (Range 8) 2d6+5 (Does not Miss), up to 6 targets, On Hit: Distracted & Prone
Bloodied! (175) HP, Nass'rak Crawls back to his burrowed tunnels and starts to shoot all of his Hoard, Making the battle field a sea of gold coins.
Now Battle field is Difficult Terrain, Gilded Breath deals (Minimum) 7d12 (Does not Miss) but he needs to eat some gold to fire it (Charge up for 1 turn)
LAST STAND! Nass'rak is dying! 60 more damage and he dies! Gain Heavy Armor and try to talk your way out of this. If your attempts fail, Vomit a huge crystal that blinds all enemies when shattered. (1 Round)

You can command your summons to interpose for you (2/round) When you Crit, 1 of your summon attacks with you, Max 5 summons.
- •Summon Zombie.
Roll 1d6, On Crit Summon 2 Zombies, Normaly summon 1. Zombie: (Classic Zombie Monster)
- •Disgusting Ray.
Charge for 1 turn then, (Line 8) 1d10+10 Acid Damage, On Crit: Poisoned for 2 Rounds.
[On the charging turn, mark Line 8. At the start of your the next turn, this attack is unleashed along the marked line, dealing damage. After resolving the attack, Necromancer makes one additional action.]
- •Sinful Stare (1 use).
(Range 12) 4d4+4 Necrotic Damage, your summons have advantage to target. On Crit: Gain 1 Wound
Sinful Stare Recharged, Summon 1 Zombie for free.
Last 40 Hp! Now you can create Flesh golems With 2 zombies.
Flesh Golem: [50 Hp , 1d12+5, On Crit: Prone]