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. (You 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]

When hit, roll 1d4. Then apply the rolled effect on 2 spaces around you for 1d6.
- 1 = the attacker becomes Smoldering
- 2 = the attacker becomes Blinded
- 3 = the Simulacrum becomes Charged
- 4 = Simulacrum receives 12 temp HP until the end of it's next turn.
- •Flurry of Scrolls.
Fly 8 and cause 2d6 slashing damage to everyone in your path (cannot crit or miss).
- •Parchment Punch.
Fly 4, Attack for 4d4+4 damage. Push target 4. On Crit: target Prone.
- •Library of Magic.
Fly 4 and cast a cantrip (Flame Dart, Overload) OR cast a spell (Ignite, Arc Lightning).
At 60 HP, Library of Magic allows doing both options.
The Scroll Golem is dying! 20 more damage and it dies. Until then, the Scroll Golem does Flurry of Scrolls AND Library of Magic each turn.

Indistinguishable from a statue when still. Cannot be critted by sharp weapons.
True sight 10. Will regenerate after an hour. Can track intruders within the city.
- •Swooping slam.3d6+6.
Must fly 6 towards target first. Push target 2. If missed, recieves 2d6 damage.
- •Claw.1d6+2
- •Flame Dart.
Single Target Range: 8. Damage: 1d10+10. On crit: Smoldering
- •Ignite.
Single Target Range: 8. Damage: 4d10+10 fire damage to a Smoldering target, ending the condition on hit.
- •Flame Barrier (reaction)(1/turn).
When attacked, reduce the damage by 1d10+5. Until the start of your next turn, melee attackers against you take 10 damage (ignoring armor) and gain Smoldering.
(1/turn) When the Ash Demon is hit, deal the attacker 1d12 fire damage and reduced the damage the Ash Demon takes by the same amount.
Vulnerable to radiant.
After taking radiant damage, use Terrify as a Reaction on the attacker.
- •Smoke Strike (x2).
1d12+10 damage, target becomes Smoldering until the end of their next turn. Fly 8.
- •Terrify.
A target that can see the Ash Demon must roll a DC 15 WIL save (disadvantage if Smoldering), on a failure they become Dazed until the end of their next turn.
- •Beckon.
Move a Dazed creature adjacent to you and burn them: 2d12+20 damage and 1 Wound.
- •Pyroclastic (Cone 6).
The Ash Demon breaths a cone a pyroclast. 4d12 fire damage (ignores armor).
At 160 damage, gain Smokeform: No longer vulnerable to radiant. Bat Decoy. (1/round) When the Ash Demon would take damage, instead first swap places with a bat minion.
Teh Ash Demon is dying! 120 more damage and it is banished beyond the White Gate. Until then, its Smoke Strike attack deals (1d20+10), and the Ash Imp minions roll 1d20s.
Appear as a medium or small humanoid, act first if nobody sees through your disguise.
When crit: use lightning leap.
- •Lightning Leap.
Teleport 8. 4d6 to all adjacent targets on arrival (doubled against metal armor)
- •Frigid Blast(1 Use).
(Cone 10) d66 damage (half/ DC 16 Str save). Fail: Restrained (Escape DC 16)
- •Tetsubo.
3d6+30. On hit: pushed primary die spaces

Appear as a medium or small humanoid, act first if nobody sees through your disguise.
When crit: use mist form
- •Hypnotic Breath(1 Use).
(6 Cone) DC 16 Will save. Fail: Dazed 1 minute (save ends); 2nd Fail: Incapacitated (damage ends)
- •Mist Form.
Fly 6. Become Invisible and insubstantial until you attack.
- •Devour Soul.
(Incapacitated target) 80 damage (ignores defense) and recharge hypnotic breath.
- •2x Claws.2d6+14.
On crit: Frightened (save ends)
When an area of water is hit with an attack, a bud will grow there. The bud (1 HP) will bloom after 1 full round, creating a clone of [______] with the original's current HP.
- •Rotseed Spray.
Move 6, then attack twice at Range 8 for 2d6.
- •Corpsebriar.
Reach 1 AoE, all targets take 2d20, and are grappled (escape DC 13)
Rotseed Spray now attacks 3 times.
[______] is dying! It uses Final Fusing (1/day)
Attach the nearest hero dealing 5 damage, [______]'s HP becomes that hero's current HP +5, losing all speed and the hero becomes slowed. If the hero dies before it does, it can overtake their body and heal back to 30hp.
50 damage targeting a specific corpse will destroy it, shutting down its specific attack for the encounter.
- •Spear.
Reach 2, 1d10+6
- •Palm Strike (2x).
2d6+2
- •Longbow (2x).
Range 12, 1d8+8
- •Dagger.
Range 4, 2d4+10. On Crit: +30 damage (instead of rolling additional dice).
- •Summon Shadows.
Reach 2, Summon 2 shadow minions (1d12). Then all your minions can move 6 and attack.
- •Flame Blast.
Range 10, 1d10+10
- •Hedge Curse.
1d4, Cursed 20 (the next time you take damage this round, it deals +20 damage).
Each turn move and then choose 2 instead.
If a willing creature signs their name and soul away to the devil's contract, the devil can fulfill their desire with an ironic twist or caveat. A recipient of such a contract can't be resurrected, as their soul is doomed to hell.
When crit: use Summon Debtors.
- •Conjure Debtors.
Summon Infernal Debtor minions (1/Hero;d8) which act immediately. Debtors deal their damage to any melee attackers when slain.
- •(2x) Infernal Contract.
(Reach 4) 4d6. On hit: Restrained (Escape DC 15)
Any space you walk through becomes burning till the end of the next round (3 fire damage per square moved through for non-devils).
- •Trident.
1d6+6. 1d6 extra damage per adjacent Vordine.
- •Whip.
(Reach 2) 1d6+6. On hit: Prone

First Hit: Slowed. Second Hit: Dazed. Third Hit: Petrified (1d6 days).
- •Fly & Peck.
Fly 6, attack for 1d6+1. On damage: Petrifying Peck.
- •Blinding Talons.
(1 use) Fly 9, attack for 2d6+1. On damage: Blinded (1d6 turns).
At 25 HP, Blinding Talons recharges.
The Cockatrice is dying! 13 more damage and she dies. Creatures lose 1 condition of Petrifying Peck.