Either
Can Hide for free at the end of their Turn while in shadow (Spot DC13).
Creatures that start or enter on their Turn within Reach 2 must make a DC13 WIL save or have a maximum of 1 Attack this Turn.
- •Entice.1d8+4 (ignores Defense).
(Range 12) Target moves Primary Die spaces closer.
- •Shadowmancy.3d8+10.
+10 to a Dazed target, ending the condition.
- •Toxin Slice (3x).1d8+3.
(or Shoot, Range 8). On Damage: Dazed.
While in Beast form, they are Warded. +5 to Armor. Does not stack.
Bub can freely shift between Humanoid and Sun Bear forms.
If there is honey nearby, Bub will prioritize getting to it and eating it instead of attacking. While and after he eats honey, getting Crit causes the attacker's weapon to get stuck to him.
- •Sticky Staff.1d4+4.
(Reach 2) Grappled (Escape DC11).
- •Sap Glob.2d4, Slowed.
(Range 6) On Crit: Restrained (Escape DC11)
- •Tacky Turf (1 use).
(Range 8, 8x8 Area, Concentration) Area is Difficult Terrain.
- •Sun Nap (Sun Bear form).
Bub regains 1d4 HP and becomes Incapacitated until the start of his next Turn.
While in Beast form, they are Warded. +5 to Armor. Does not stack.
Drew can freely shift between Humanoid and Kangaroo (Joey) forms.
When Hit, the nearest ally Interposes for him. When Missed, the attacker is Poisoned until the end of their next Turn.
- •Repelling Staff.
(Range 1, AoE) DC12 STR save or 2d4+4 and Knockback 2.
- •Vine Wrap.4d4, Pull 2.
(Reach 8). On Damage: Restrained (Escape DC12)
- •Tangling Brambles (1 use).
(Range 8, 8x8 Area, Concentration) Area is Difficult Terrain. For each space moved in the Area, a Creature takes 2d4 damage and becomes Restrained on a 4 (Escape DC12).
- •Jumping Joey (Joey form).
1d4+4 and Jump 2, ignoring Opportunity Attacks, then use remaining Move to move toward Kannah.
While in Beast form, they are Warded. +5 to Armor. Does not stack.
Orianna can freely shift between Humanoid and Giant Owl forms.
Any die is Primary.
- •Wind Staff.2d4+4.
(Reach 4) On Damage: Force Move target Primary die spaces.
- •Grove Lash.
(Reach 8, AoE). DC13 STR save or 4d4, Pull 2.
- •Conjure Nature Spirits (1 use).
(Concentration, Reach 2, AoE) Summon 2/Hero Nature Spirit minions (size: d4, can occupy the same space as a Creature) that stay within the Area and Interpose for the Adept, but do not have their own Turn. Instead, for each space an enemy moves within the Area, a Spirit minion moves and attacks them for 1d4, 1/Round each. At the start of each of the Adept's Turns, restore the number of minions to 2/Hero.
- •Flyby Strike (Giant Owl form).
Fly 6, then 2d4+30. Continue any remaining movement without provoking Opportunity Attacks.
While in Beast form, they are Warded. +5 to Armor. Does not stack.
Kannah can freely shift between Humanoid and Kangaroo forms.
Can use any amount of her Speed for Jump. Can Interpose for allies.
- •Guardian Staff.2d4+4.
Adjacent ally gains Half Cover until the start of Kannah's next Turn.
- •Grove Lash.
(Reach 8, AoE). DC13 STR save or 4d4, Pull 2.
- •Conjure Nature Spirits (1 use).
(Concentration, Reach 2, AoE) Summon 2/Hero Nature Spirit minions (size: d4, can occupy the same space as a Creature) that stay within the Area and Interpose for the Adept, but do not have their own Turn. Instead, for each space an enemy moves within the Area, a Spirit minion moves and attacks them for 1d4, 1/Round each. At the start of each of the Adept's Turns, restore the number of minions to 2/Hero.
- •Double Kick (Kangaroo form).
Jump 3, then 2d4+30. On Damage: Knockback Primary die spaces.
While in Beast form, they are Warded. +5 to Armor. Does not stack.
Yorek can freely shift between Humanoid and Elk forms.
(Reach 3, AoE) Enemies are Slowed and Dazed in the Area.
- •Toxic Staff.2d4+10 Psychic.
(Range 8, ignores Defense). On Crit: Poisoned (healing ends). On Miss: Yorek is Poisoned until the end of his next Turn.
- •Depressing Wave.
(Reach 8, AoE). DC13 STR save or 4d4 Psychic and Prone.
- •Conjure Nature Spirits (1 use).
(Concentration, Reach 2, AoE) Summon 2/Hero Nature Spirit minions (size: d4, can occupy the same space as a Creature) that stay within the Area and Interpose for the Adept, but do not have their own Turn. Instead, for each space an enemy moves within the Area, a Spirit minion moves and attacks them for 1d4, 1/Round each. At the start of each of the Adept's Turns, restore the number of minions to 2/Hero.
- •Sapping Strike (Elk form).
Become Large, then 2d4+30. On Damage: KEY -1 until Rest.
While in Beast form, they are Warded. +5 to Armor. Does not stack.
Tye can freely shift between Humanoid and Stunted Tiger forms.
Can use any amount of his Speed for Jump. When attacked, Jump 2 for free after the result.
- •Chaos Staff.2d4+4.
On Damage: Force Move target 4 adjacent spaces. On Crit: Roll on the Chaos Table.
- •Grove Lash.
(Reach 8, AoE). DC13 STR save or 4d4, Pull Primary die spaces.
- •Conjure Nature Spirits (1 use).
(Concentration, Reach 2, AoE) Summon 2/Hero Nature Spirit minions (size: d4, can occupy the same space as a Creature) that stay within the Area and Interpose for the Adept, but do not have their own Turn. Instead, for each space an enemy moves within the Area, a Spirit minion moves and attacks them for 1d4, 1/Round each. At the start of each of the Adept's Turns, restore the number of minions to 2/Hero.
- •Bounding Pounce (Stunted Tiger form).
Become Medium and Move 5, then 2d4+30 and Jump 2 in the opposing direction. On Damage: Knockback Primary die spaces.
While in Beast form, they are Warded. +5 to Armor. Does not stack.
Panana can freely shift between Humanoid and Boarlet forms.
When a Creature attacks Panana, they Taunt her allies. While attacking the Creature that Taunted them, their Primary die is raised one face.
- •Breeze Staff.2d4+4.
On Damage: Force Move target 4 adjacent spaces.
- •Grove Shield.
(Reaction) Panana gains Full Cover instead of her next Turn.
- •Conjure Nature Spirits (1 use).
(Concentration, Reach 2, AoE) Summon 2/Hero Nature Spirit minions (size: d4, can occupy the same space as a Creature) that stay within the Area and Interpose for the Adept, but do not have their own Turn. Instead, for each space an enemy moves within the Area, a Spirit minion moves and attacks them for 1d4, 1/Round each. At the start of each of the Adept's Turns, restore the number of minions to 2/Hero.
- •Squee! (Boarlet form).
Move is doubled for this Turn. All allies have Advantage on their first roll next Turn.
While in Beast form, they are Warded. +5 to Armor. Does not stack.
Ravira can freely shift between Humanoid, Giant Rabbit, and Rabbit-Hybrid forms which can use any amount of their Speed to Jump without taking FALL damage.
- •Vine Lash.
(Cone 4). DC15 STR save or 2d4, Pull Primary die spaces. If the target ends in an adjacent space to Ravira, she can then use Jump Kick or Quick Strikes.
- •Jump Kick.2d4+40.
On Damage: Knockback Primary die spaces.
- •Quick Strikes (3x).2d4+5.
On Damage: Dazed.
- •Conjure Slowing Spirits (1 use).
(Concentration, Reach 2, AoE) The Area is Difficult Terrain to enemies.
While in Beast form, they are Warded. +5 to Armor. Does not stack.
Dievos can freely shift between Humanoid and Sabertooth forms.
- •Storm Staff.2d10+30 Fire.
On Damage: DC10 STR save or also take +1 Wound.
- •Flame Lash.
(Reach 8, AoE). DC15 STR save or 4d10 Fire, Pull 2.
- •Conjure Storm (1 use).
(Concentration, Reach 2, AoE) Area is Difficult Terrain from blistering winds. When an enemy enters on or starts their Turn in the Area, they take 2d10 Fire.
- •Sabertooth Strike.3d10+5.
Become Large and Move 5, then 3d10+5 (2x), Primary die is raised to a Crit vs Grappled. On Damage: Grappled (Escape DC15). Can only Grapple one Creature at a time.
While in Beast form, they are Warded. +5 to Armor. Does not stack.
Brakka can freely shift between Humanoid and Grizzly Bear forms.
- •Storm Staff.2d12+30.
On Damage: Restrained until Brakka's next Turn.
- •Earth Lash.
(Reach 8, AoE). DC15 STR save or 4d12, Pull 2.
- •Conjure Earthquake (1 use).
(Concentration, Reach 2, AoE) Area is Difficult Terrain from shaking earth. When an enemy enters on or starts their Turn in the Area, they take 2d12. On Damage: Prone.
- •Bear Strike.
Become Large and Move 6, then 3d12+5 (2x). On Damage: Frightened. Become Medium again if Bear Strike is not used on his next Turn.
While in Beast form, they are Warded. +5 to Armor. Does not stack.
Ganna can freely shift between Humanoid and Dire Wolf forms.
- •Storm Staff.2d10+30.
On Damage: Knockback 2, Slowed.
- •Freezling Lash.
(Reach 8, AoE). DC15 DEX save or 4d10, Restrained (Escape DC15).
- •Conjure Storm (1 use).
(Concentration, Reach 2, AoE) Area is Difficult Terrain from a buffeting snowstorm. When an enemy enters on or starts their Turn in the Area, they take 2d10 Cold.
- •Dire Wolf Strike.
Move 8, then 3d10+5 (2x). On Damage: Prone.