AMZGZoidberg

Always start first and heroes roll Initiative with disadvantage.
On crit summon 1x d8 scarab minion per hero. On death summon an Large HP4 Scarab Swarm
- Slam 2x.1d6
Summon 1x d8 scarab minion per hero.

Always start first and heroes roll Initiative with disadvantage.
On crit summon 1x 1d6 spider minions per hero. On Death summon 1x HP3 Spider Swarms per hero.
- Slam 2x.1d6
Summon 1x 1d6 spider minions per hero.

Always start first and heroes roll Initiative with disadvantage.
On crit spawn 1x d6 ooze minion per hero. On death spawns 2 Grey Oozes
- Slam 2x.2d6
Spawn 1x d6 ooze minion per hero
If consumed the Hero gains Digested.
- •Splash.
1d6 acid
- •Curdle.
Deal 1 Damage for each time a Hero has been Digested this encounter.
Always start first and heroes roll Initiative with disadvantage.
- •Spill the Beans.
(Reach 2) 1d8 + 4 bludgeoning, prone.
- •Chill Out.
(Reach 3) 1d8+4 Cold, slowed.
- •Chopped!
(Range 6) 3d8 Slashing.
Intensifying Chatter. Add +2 reach/range and 1d8 to all attacks.
The kitchen is falling apart, 21 more damage and it's served it's last meal. Summon d8 cutlery minions (2/hero). Choose 2 attacks per turn.

Heroes roll initiative with disadvantage if Fire Gang is not surprised
Fire Gang cannot be surprised by creatures that are visible.
Can enter the space of other creatures. When damaged, reduce HP by 1. AoE attacks reduce HP by 2.
Immune to fire damage.
- •Detachable Limbs.(Reach 1, AoE) HPd6 Fire.
On Damage. Grappled, DC10+HP to escape.
- •Take Off Her Head.3d6+10 Bludgeoning.
Only against Grappled creatures.
- •Lobsta!
Summon 2d6 Tiny Lobsta Minions with On Damage Riding.
- •Pew Pew!2d10 + 10 Fire (Range 6).
+1 on rolls against grappled creatures.
Vulnerable radiant, resistant all others.
Moves by teleportation to any area of shadows within 12 spaces.
- Maddening Tapping.1d4 psychic (cannot miss or crit).
(Range 12) Target hero must investigate the strange tapping noise. Increment damage die each time this ability is used on the same target.

When extended, may fill contiguous spaces equal to the area of their size rating (Large = 4 squares, Huge = 9 squares). May coil up and reduce their footprint to 1/4 their full size.
- •Bite.4d12+10 Piercing (Reach 3).
Head is exposed. Attacks that target the head bypass armor.
- •Tail Swipe 2x.2d10+5 (Reach 2).
Slip beneath the water.
Surprise! The Moat Serpent can spring onto the land. If you do so you may make 1x Bite and 1x Tail Swipe per turn. Only attacks targeting the head bypass armor.

- •Lobster Dance.
All creatures in view of the dance must make a DC14 WIL save or be Confused for 2 rounds.
- •Grasping Claw.2d8 Piercing (Reach 2).
On Damage. Grapple
- •Slashing Claw.2d8 + 10 Piercing.
Against Grappled targets.
Can see in Obscuring Fog for up to 18 spaces. All your attacks have advantage +1 against targets within Obscuring Fog.
Ranged attacks against you have disadvantage +1 while in Obscuring Fog.
- •Spear Strike.2d6+8 Piercing (Reach 2)
- •Spear Throw.2d6+8 Piercing (Range 6)
- •Unarmed Strike.1d4+2 Bludgeoning.
On crit, Grappled.
Can see in Obscuring Fog for up to 18 spaces. All your attacks have advantage +1 against targets within Obscuring Fog.
Ranged attacks against you have disadvantage +1 while in Obscuring Fog.
- •Piercing Shot.2d8+6 Piercing (Reach 18).
On Damage. Slowed.
- •2x Quick Shot.1d8+1 Piercing (Reach 12)