can opener
Attackers against you take 2 dmg. When crit, the shield breaks for the rest of combat.
- •Flame Bolt.
(2x) (Flambard only) Range 8. 1d8+2 On crit: attacks against you have advantage until your next turn.
- •Ice Lance.
(Barrold only) Range 12. 2d8+5 On hit: Slowed
Go first in combat, but only do 1 thing (move OR attack)
- SLAM.2d8
While inside this room all creatures can only speak in 1 syllable words (heroes can still use longer words to explain to the GM what they are doing in combat)
- FAIL.
If you accidentally speak a word with multiple syllables, immediately take 20 dmg.
- Anti-magic.
At the start of every round roll a d8. The spells from the rolled spell school cannot be cast within this field.
1 Fire
2 Ice
3 Lightning
4 Wind
5 Radiant
6 Necrotic
7 Earth
8 No effect
Reduce all damage taken by 10 (except fire dmg)
- BOOM!
When damaged, the barrel explodes. (Reach 3) DC12 DEX save. On Fail: 2d6+5 dmg, half on success. Knockback to the edge of Reach.
- •Interfere.
(Reach 3). Take 1d8 dmg when you cast a spell.
- •Dispel.
(Reach 3). At the end of your turn, if you have any conditions caused by a spell make a DC11 STR save. On fail the conditions end and you take 1d8 dmg for every condition.

Heavy armor against all attacks with disadvantage.
- Stab (2x).1d4+5.
On damage: poisoned (healing ends).

Can only be killed by a critical hit (remains at 1HP otherwise).
- Slam.
1d10+4 to all adjacent creatures
- •Swipe.2d8+10
- •Water Breath.
(1 use) 2d8+15 to everyone in it's tunnel.
- •Tail Swipe.
Collapses the tunnel behind itself. Heroes in it are burrowed.
If the heroes don't kill him, will cook them a meal that can heal 2 hit die worth of HP when consumed.
- •Cleaver slice.2d6+3.
OR:
- •Healing sandwich (1 use).
Revive an ally back to 10HP
- •Cheer.
The most entertaining person last round adds an extra die to their next attack. Then:
- •Boo.
(at someone that dealt no damage last turn) They must spend all their actions attacking
(While prone) When hit, the attacker's next roll will be a 1 and they will have bad luck for 1 day (up to GM what this does)
- •Roar of the Bells.
(if standing) Fall prone. Every creature in Reach 2 is Taunted
- •Mace.3d6+5.
On crit: taget's next attack has advantage.
