Will Brall
- •Dash.
Move 10.
- •Bash.
1d8+23.
- •Shackles.
DC 20 Wil Save or be Shackled. Shackled heroes have movement halved until The Warden is no longer on this plane.
- •Bolt.
Range 8, 1d8+23.
- •Ball of Light (once).
All heroes make a DC 20 Dex save or take 3d20 Radiant.
205 HP, Recharge Ball of Light.
200 more. Recharge Ball of Light. Dash becomes free.
- •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.
Crits deal 2 extra dice of damage.
- •Blaze.
move 6, 1d10+12 Fire.
- •Firebolt.
Range 10, 1d10+30 Fire.
- •Fireball (once).
Range 20, radius 5, Make DC 15 Dex save or take 1d10+12 Fire.
130 HP, Fireball recharges.
100 more. Fireball recharges every round.
Crits roll one additional die.
- •Roam.
move 6.
- •Blade of Feculence.
move 2, 2d10+4 poison.
- •St. Elmo's Fire.
Range 12, 1d6+25 Fire + Lightning.
- •Burst.
All heroes within 1 of The Gutted One make a DC 13 Wil save or take 1d8+10 Fire + Lightning.
100 HP, Burst becomes 2 spaces.
70 more. Burst becomes 3 spaces, and free.