- •Meme attack.
All enemies within reach 12 suffer 2d6 damage (ignoring armor). DC 11 WIL save or become Frightened for 1 round.
- •Lasers.
Move 8. Attack for 2d6 damage.
- •Torpedo. .
Attack for 2d6+10 damage.
At 50 HP, Meme attack recharges.
30 more damage and the ship explodes. Until then, Attacks use d10s instead of d6s.
- •Sword.1d10+11
- •AG assault rifle range 8.1d8+4
At the top of each Round, all enemy creatures within hearing of their "song" must make a WIL save (DC 10 plus the number of remaining Harpies in the encounter) or have to spend 1 Action on their next turn to Move up to their Speed toward the nearest Harpy, oblivious to danger.
The Crimson Caterwauler increases the DC of Hypnotic Screech by +3 instead of +1.
The Crimson Caterwauler is not Slowed when force moving a Grappled unarmored creature. She can fly with up to 2 Medium or smaller unarmored creatures OR 1 Large unarmored OR 1 Medium or smaller armored creature.
- •Scratch & Grab (2x).
3d6, Grappled (Escape DC 13, or 16 if Grappling only 1 creature).
- •Drop on Rocks.
Fly up 5, then release a Grappled creature. If dropped over water, FALL damage is halved.
Scratch & Grab gains Vicious and Grappled is replaced with Knockback 2.
At the top of each Round, all enemy creatures within hearing of their "song" must make a WIL save (DC 10 plus the number of remaining Harpies in the encounter) or have to spend 1 Action on their next turn to Move up to their Speed toward the nearest Harpy, oblivious to danger.
Harpies are not Slowed when flying with a Grappled Medium or smaller unarmored creature.
- •Scratch & Grab.
2d6, Grappled (Escape DC11).
- •Drop on Rocks.
Fly up 4, then release a Grappled creature. If dropped over water, FALL damage is halved.
- •Tail slap.1d6+3
- •Electrical discharge - range 4 (1/combat).1d8+2 E plus daze.
DC 13 DEX save to halve dmg and no daze

- •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.
Endelyn can only be killed while she can see a (symbolic) solar eclipse. The first time she sees one, she must pass a DC 13 WIL save or become Frightened and Dazed for 1 round.
- •Puppet on a String.
Move 6, and target one hero to make a DC 13 WIL save or and take 2d8+4 psychic damage and become Restrained until the end of its turn. (Save for half damage only, Range 4).
- •Twisted Spectacle.
Move 3, then a restrained hero must take 3d12 + 6 Psychic damage or give this damage to an ally, ending the condition.
Curtain Call. All heroes are targeted by Puppet on a String.
Endelyn is dying! 60 more damage and she dies. Until then, the save for Puppet on a String is DC 15 and she uses it the first time each turn she takes damage.
Skabatha can become small at the start of her turn, giving herself and her foes disadvantage on attacks.
Skabatha cannot perceive or target the first creature she sees after waking up.
- •Give Granny a Kiss! .
Move 6, 2d8+4 (Range 4) .
- •Septic Claw (2x).
Move 3, 1d12+5. On damage, Poisoned (healing ends).
"Ungrateful Swines!" Heroes are Hobbled on a failed DC 13 WIL save.
Skabatha is dying! 50 more damage and she dies. Until then, she uses Septic Claw once every time she’s hit.
The first time Bavlorna sees a creature running counterclockwise, she is Incapacitated until the end of the Round.
- •Bite.
(Reach 2) 2d8+6 damage. Then retreat up to 8 spaces.
- •Regurgitate.
Summon Lornling minions (1/hero, size:d8); they act only when commanded.
- •Tuck in!
Command all of your Lornling minions to move up to 6 spaces and attack once each.
Projectile Vomit. Summon 3 Lornling minions/hero anywhere within Reach 8.
Bavlorna is dying! 50 more damage and she dies. Until then, Regurgitate after each of her turns.

- •Moist Handshake.1d4 + 10 acid damage. (Has advantage if heroes surprised)
- •Body slam.Move up to 3 before attacking. 1d6 acid. If damaged: grappled. Escape DC 10.
- •If you are grappled at the end of your turn take 20 acid damage.