Woggy Sognart
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)
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

The wyvern can drag Grappled creatures its full speed.
- •Bite.
3d6+20. On hit: Grappled and the wyvern flies 6 for free
- •Stinger.1d6+20.
(Reach 2) On hit: Poisoned (healing ends)

When dealt radiant damage, deal that much damage back at the attacker.
If the lich dies, it reforms in 1d10 days from its soul vessel, as long as its soul vessel isn't destroyed.
- •Rift Walk.
Teleport 10. 2d10 to all targets within 2 on arrival.
- •Withering Ray.
(Range 12) 3d10, on hit: Weakened (Weakened: Disadvantage on STR or DEX attacks and tests, ended by healing)
- •Grip of Death.
6d10. On hit: Dazed
At 50% HP: the lich summons skeletal minions (1/Hero; D10) at the start of each round (they act when summoned).
At 100 HP: Heroes gain half as much HP from all healing, and whenever they would be healed the lich regains the other half (can't be brought above 100 HP).

Move 4 any direction when a creature moves into adjacent.
- Tongue.
(Range 4) 1d6+8. On hit: pull 4. On crit: Swallowed (Swallowed: Restrained, take 10 damage at the start of your turns, you can't miss the creature that swallowed you)

When Bloodied: Your attacks and attacks against you have Advantage
- Greatclub.
1d6+10. On damage: knocked back primary die spaces.

Can't be Dazed.
When Bloodied, shrink to Tiny. Attacks against you have Disadvantage.
- •Mind Mastery.
DC 11 Will save. Fail: GM immediately spends on of your actions.
- •Psychic Dagger.
(Range 6) 4d4+4 psychic damage (ignores defense) On crit: Dazed

Can't be Dazed.
When Bloodied, grow to Large and pick becomes 2d4+8
- Pick.1d4+8. On crit: Prone

Advantage on Int and Will saves, you can communicate to all hive members telepathically.
Each time the elder brain takes damage, you take half as much psychic damage (ignoring defend/interpose). The elder brain can read your thoughts.
- •Tentacle.
(Reach 4) 2d8+20 damage. On hit: Grappled (Escape DC 16)
- •Psychic Link.
2d8 psychic damage, DC 16 Will save. Fail: Psychic Link (save ends)
- •Sever Psychic Link.
(One psychically linked target) d88 psychic damage, concentration and psychic link both end.
- •Telekinesis.
Fly 4. Move a target 8 (DC 16 Str for 4/ Fail: Prone)
- •
At 50% HP, the elder brain uses psychic link against all heroes.
The elder brain is dying 150 damage and its dead. Until then, the elder brain can use its telekinesis for free each turn.
![Ulitharid [Fanart]](https://nimble-nexus.fly.storage.tigris.dev/paperforge/0760/100.png)
Advantage on Int and Will saves, you can communicate to all hive members telepathically.
(1/Round) another non-minion illithid must Interpose for the ulitharid.
- •Conjure Tentacles.
Summon tentacle minions (1/Hero; d8), which act immediately. When a tentacle hits a target, it is Grappled (Escape DC 15). THEN:
- •Telekinesis.
Move a target 8 (4 on a DC 15 Str save/ Fail: Prone). This follows forced movement rules.
- •Mass Dominate(1 Use).
All targets that aren't dominated take 4d8 psychic (ignores armor and interpose) then DC 15 Will save, Fail: Dominated (Dominated: Disadvantage on all attacks, GM controls your first action. Ended by damage)