Tuna
Any Healing Also goes to Reaper as Empowered. Bloodied Creatures Must make DC 18 WIL save or be Frightened.
- • Gaze Of The End (2x).
(Range Vision) 1d4, On Hit: You are considered Undead until Magical Healing.
- • Death Denied (2/Round).
(Reaction) (Range 12) When an undead is killed, Summon them as Wraith to battle.
- • Bone scythe.
(Reach 2) Does not miss VS dying. 1d4+66 On Crit: 1 Wound
Use The Death Sentence Immediately, Mine To Harvest: Bone Scythe Reach is now Line 4 & it is an AoE attack. The Death Sentence (1 Use): Summon a Specter for any dying or death creature in the battlefield.

- • Poison Breath.
Fly 8 into the air. Next turn deal 2d12+10 to a 4x4 area, Make a Dc 13 Str Save On fail you are poisoned for 1 minutes (10 turns).
- • Crush.
(Prone or Poisoned creature, Reach 2) 2d12+10, On damage: 1 Wound.
- • Tooth & Claw.
(Reach 2) Move 6, 1d20+6 damage to 2 different targets.
- • Mighty Tail.
Knockback. (Cone 3) 1d12 damage (min 6), knockback 3, Prone.
At Half Hp Envenom! (Reach 12, AoE) 2d12 to all enemies. On Hit: Poisoned.
At 0 hp, the Young Green Dragon is dying! 60 more damage and it dies! Until then, it is Enraged. Lose M Armor, Advantage & +5 VS Poisoned.
Knows a lot of important things. Will he/she share them with you? Probably not, but he/she always have joyful stories to tell.
He/she fights using remnants from past adventures, but time may not have been kind to them.
- • Old Spore Kings Bow.
Quite rotten from inside, 1d8+20 On a Miss or a crit. Bow explodes into a mist of Dazing spores. [5x5] “Ahh... this old bow, it was my favorite”
- • Gift Of The Lover Goddess.
Rusty but beatiful elven dagger, 1d12 Teleport to the other creatures in 6 spaces and deal the same amount. [Make a Dc 13 Dex Save, On Fail: “Ahh... my back! I’m far too old for this.” Fall Prone & Skip your next Turn.]
- • Duergar War Lords Hammer.
Adamantine War Hammer with cracks.(Range 6) Throw it for 2d6+15,(3x3) Hammer creates a shock wave that knockback 5 others not including The Target. (He Should Collect it to throw again) On Miss: Slippy Hands! hammer is throw only 2 spaces & elf get hits with the Shock wave.
Bloodied! "Heros Old Shield:" A shiny silver shield of a Legendary Hero, Reaction: Defend 20 & cast a blinding Light to the attacker. (2 Turns) When hit while defending: Old Heros Shield SHATTERS! Blinding the Old Elf for the encounter. “I gave my word, long ago, that I’d guard it with my very life!”
Last Stand! "Fiends Unholy Flute": (1 Use) 1d10, On Miss: Elf forgots which melody is the correct one. If not missed: For every Wound heros have,an Imps appear as ally. [Elf can make a Int 15 Save to remember the Melody]
One of the eyes only shoots Fear, other only shoots Truth. [They have 30 Hp each.]
- • Ray of Fear.
d44, WIL save. On Fail: Frightened until the end of encounter.
- • Ray of Truth.
(Vs Frightened) Shoot a lazer that crawls into the targets mind and seeks out their deepest fear. (memorise them until bloodied)
(When one of the eyes are bloodied) "The Thing You Fear The Most: They shoot lasers at each other, causing the lasers to collapse and manifest their targets’ greatest fears. [to the best of their ability, dont forget they are level 6 monsters]

If there is a light source, Prioritize that target.
10 or more Lightning Damage Causes a Malfuction.
- • Dark Blast.
[Line 6 AoE], 3d12,On Max(12):"Malfunction", Area of the attack is covered with a Thick black cloud. [Blinds creature inside]
- • Dark Sphere.
(Range 10) (3x3 Clouds, Single Target) Spit a black cloud that surrounds the Target & Blinds them. 2d12, On Hit: Blinded
- • Consume The Darkness.
(Range 15) Consume all the black clouds you created. You gain +1 damage per space of cloud consumed.
- • Malfunction.
The construct violently shakes, releasing a shockwave that deals 3d12 Thunder to all creatures within 2 spaces. [Including Self]
More Darkness, Size of the AoE attacks increase [Line 8, 4x4]
Construct is Dying! Last 60 Hp! Until Then Malfunction deals 2d12 but every attack that deals more than 10 Causes it.
Resistance to All damages except Radiance & Necrotic. Cannot be Frightened or Controlled agains Will.
There is a Small Wound on the far upper side of its head. Argentinosaurus can be climbed and its (10-15 spaces) Long, Wound does not take ranged damage. Hitting the wound does 50 damages and Activates Bloodied ability.
- • Tail Like a Sickle.
(AoE Cone 10) d66 On Damage 30 or higher: Prone
- • Feet Like a Boulder.
Move an other 4, Every Creature on the way is Prone & take 1d20+10
- • Neck Like a Serpent.
(Reach 8) Bite target and throw them to another one, Both Take 2d8+10 Landing Prone. Creatures up on the neck should make a DC 15 Dex Save or be Thrown to the Ground
(100HP) Bloodied! Argentinosaurus Collapses to the ground and Deals d66+10 to All creatures Near 6 spaces. Creatures up on the Argentino or up on the air does not take damage but They are Thrown to the Ground.
Has Advantage in water, Resistance to COLD damage.
Drowning: Silenced, suffer 1 Wound at the end of your turn while drowning (spend 2 actions to end).
Spine has 20 Hp, If broken Swimming speed is Reduced to 6 and Spinosaurus is Taunted.
- • Bite & Choke.
(Reach 2) 2d8+20, On Hit: Drowning
- • Claws of Tyrant.
(Reach 2) (2x) 1d8+10, On hit: Dazed
- • Eat Up!
(VS Prone,Incapacitated) Eat Up! the Target for, 2 Wounds & d44 damage.
(50HP) Bloodied! Spinosaurus runs to the nearest water source and hides, Next attack is a suprise attack and has 2x Advantage.
Lower Level Creatures are Frightened at Sight. If a Target can defend a attack and does not get hit from It, Target is no longer Frightened.
VS Frightened Creatures attacks deal additional 1 wound.
- • Roar.
(AoE Circle 6) 1d20 Psychic damage (İgnores Armor), VS Frightened: Dazed
- • Terrible Bite.
(Reach 2) 2d8+20, 1 Wound
- • Charge Forward.
Move 8, Deal 1d8+10 Damage to all creatures on the way.
(50HP) Bloodied! Roar gains: Vs Frightened, Incapacitated for 1 Round.
If Cannot deals damage a turn gains 1x Disadvantage (Stacks)
- • Claws.
(3x) (Reach 2) 3d8
- • Hooking Bite.
1d10+20, On hit: Grappled
- • Razor Teeth.
(VS Grappled) d44, On Damage: 1 Wound
(40HP) Use Razor Teeth immediately, (Does not need Grapple)
First Attack hits "Ankylosaurus" Deals 1 damage. Recharges every turn.
- • Tail like HAMMER!
(Reach 3) 1d20+15 On Hit: Prone (Vs Prone Targets advantage)
- • Lift the Tail.
Charge Up!
(20HP) Bloodied! +4 Speed
difficult terrain does not effect you. Resistance to FIRE damage.
- • Hot Breath.
(After Taking FIRE damage) Cone 3, 1d10+20 On Crit: Smoldering
- • Ravage the Weak.
(3x) 2d8, If target have conditions +5 Damage
(40HP) Bloodied! "Ravage the Weak: On Crit, Prone"
Every Space adds 1d4 to the damage. (d4 Does not Miss)
- • Horns.
Charge to the Target and deal 2d12+5. (Vs Hampered roll with advantage)
- • Horn Toss.
(Vs Prone) Toss the target to air with your horns, 3d6 Incapacitated. (1 Round)