- •Blip.
Teleport 10, even to the air.
- •Sword of Saint Elmo.
1d6+21 Fire + Lightning. On Crit: Prone.
- •Arcing Flame.
Range 5, 1d6+21 Fire + Lightning.
- •Explosion (costs 2).
Range 2, 1d6+45 Fire + Lightning.
- •Soulrend (uncharged).
Range 10, DC 18 Wil save or be dropped to 0 HP.
225 HP, Recharge Soulrend.
170 more. Recharge Soulrend.
All melee attacks Prone on hit.
Take no Cold damage.
- •Spear.
Range 10, 1d20+14
- •Charge.
Move 8, 1d20+14
- •Gore.
1d20+38
- •All Out (once).
Stomp everyone in a circle of 6. 1d20+38. DC 18 Dex for half.
225 HP, recharge All Out.
170 more. Spear and Charge are free.
All melee attacks Prone on hit.
Take no Cold damage.
- •Stomp.
Move 6, 1d20+11.
- •Crush.
1d20+22.
- •Grab and Toss.
1d20+22. On hit: throw 10.
150 HP, Hurl Axe: Range 10, 1d20+22. Grab and Toss hits two targets now.
140 more. Stomp becomes free.
All melee attacks Prone on hit.
Take no Cold damage.
- •Dance.
Both twins move 5.
- •Dash n Smash.
One moves 8, the other does 1d12+13.
- •Doubleteam.
both attack the same target for 1d12+32.
- •Person-pong. (once).
The twins pick up a hero and toss them between themselves a number of times. Eventually, they drop them. 1d12+6 per toss, drop on miss.
150 HP, recharge Person-pong.
120 more. Recharge Person-pong.
- •Plod.
Move 2.
- •Hunk.
Range 10, 1d6+23
- •Frostbite.
1d6+50 Cold. On Crit: Freeze target for 1 round.
- •Nova (once).
Range 10, all in range, 1d6+23 Cold. No save.
200 HP. Nova recharges.
190 more. Nova recharges each round.
- •Bum Rush.
Move 6, 1d12+13
- •Fists of Fury.
Three strikes, 1d12+13
- •Rock Toss.
Range 6, 1d12+32
150 HP, Fists of Fury becomes five strikes.
120 more. Fists of Fury becomes eight strikes.
The carrion crawler can climb difficult surfaces, including along ceilings, without needing to make an ability check.
On Crit: Paralyze. DC 15 Wil save each round to end.
- •Lunge.
Move 8, if moved at least 4: 1d10+29 Poison.
- •Nibble.
1d10+12 Poison.
- •Gush (once).
All in range 6, DC 15 Dex save or 1d10+12 Poison. On Critical Failed Save, Venom.
105 HP, Gush recharges.
100 more. Gush recharges again.
Any metal that touches the Rust Monster withers to dust at the end of the turn.
- •Rust Rush.
Move 6.
- •Pounce.
Move 4, touch target's metal. DC 14 Dex save to avoid metal touching the monster.
- •Spit.
Range 2, 1d6+12 Acid. Doesn't rust metal.
80 HP, Spit range increases to 4.
80 more, choose two now.
Critical hits freeze the target for one round.
- •Circle.
Move 8.
- •Paw.
1d10+6
- •Breath.
15 ft cone. DC 13 Dex save or 1d10+6 Cold.
75 HP, both fire their cones. One wolf dies.
60 more. Choose three now.
(1/turn) Reduce the damage of a melee attack by 1d8+6. If the damage is reduced to 0, the attacker is Staggered until the end of the Blademaster's next turn.
- •Vicious Blade (2x).
1d8+6. Vicious. If two hits on the same target: Staggered until the end of the Blademaster's next turn. OR:
- •Deathblow.
(Only usable against Staggered, cannot miss) 1d4+20. On crit: 1 Wound and Dazed.

1/encounter. Frighten enemies within Range 8 on a failed DC12 WIL save.
- Rend 2x. 1d8+2

- •Bonebeat.1d4+11 (Range 6).
On damage: Dazed
- •Instrument Strike (2X).1d4+7