Either
At the top of each Round, all enemy creatures within hearing of their "song" must make a WIL save (DC 10 plus the number of remaining Harpies in the encounter) or have to spend 1 Action on their next turn to Move up to their Speed toward the nearest Harpy, oblivious to danger.
The Crimson Caterwauler increases the DC of Hypnotic Screech by +3 instead of +1.
The Crimson Caterwauler is not Slowed when force moving a Grappled unarmored creature. She can fly with up to 2 Medium or smaller unarmored creatures OR 1 Large unarmored OR 1 Medium or smaller armored creature.
- •Scratch & Grab (2x).
3d6, Grappled (Escape DC 13, or 16 if Grappling only 1 creature).
- •Drop on Rocks.
Fly up 5, then release a Grappled creature. If dropped over water, FALL damage is halved.
Scratch & Grab gains Vicious and Grappled is replaced with Knockback 2.
At the top of each Round, all enemy creatures within hearing of their "song" must make a WIL save (DC 10 plus the number of remaining Harpies in the encounter) or have to spend 1 Action on their next turn to Move up to their Speed toward the nearest Harpy, oblivious to danger.
Harpies are not Slowed when flying with a Grappled Medium or smaller unarmored creature.
- •Scratch & Grab.
2d6, Grappled (Escape DC11).
- •Drop on Rocks.
Fly up 4, then release a Grappled creature. If dropped over water, FALL damage is halved.
While Hidden, its next attack raises its Primary die by 1.
- •Sickening Breath.
Fly 8 into the air. Next turn creatures within a 4x4 area must make a DC12 STR save or take 2d12+5 and become Poisoned (magical healing ends), then land within the area.
- •Toxic Bite.
(Poisoned creature, Reach 2) 2d12+5, 1 Wound.
- •Call Servants.
Summon 1/Hero Lackeys (minion size: d6)
- •Coordinate Servants (1/Round).
All Minions immediately Move 6.
At half HP, Gaseous Plume. (Reach 12, AoE) 1d12 and Poisoned (magical healing ends) to all enemies and the Green Dragon become Hidden (Spot DC12). The area remains Obscured until blown away (such as by certain Wind spells), which exposes that portion until the next Round.
At 0HP, the Green Dragon Youngling is dying! 40 more damage and it dies! Until then, it loses Medium armor and gains Slither. Move 6 and Hide if Obscured (Spot DC12).
When a crew member of the Excelsius misses an attack, the next member's attack gains Advantage.
- •Cutlass (2x).1d6+2 (Vicious)
- •Pistol.3d6+3 (Vicious).
Range 6. On Miss: The Pirate loses access to Pistol until they skip a turn to clear the jam.
Orthoraxxus becomes Resistant to the damage type by which it was most recently damaged.
- •Cavitation Breath (1 use).
(Range 6) d44+4 Thunder and Fire damage each, Blinded. Creatures within Reach 4 of the target must make a DC18 STR save or take just the Thunder damage and Knockback 4. On Damage vs All: Dazed.
- •Crunch.
8d4+20. All dice can Crit, and they are Vicious vs Grappled Creatures.
- •Slash.
Swim 8, then 2d4+20. On Damage: Grappled.
- •Tail Thrust.
(Cone 4) DC18 STR save or d44 and Knockback 4. Swim 4 in the opposing direction.
At half HP, Orthoraxxus loses Adaptive Carapace and regains Cavitation Breath.
At 0 HP, Orthoraxxus is dying! 160 more damage and it dies! Armor is reduced to Medium and all Creatures within Reach 4 must make a DC18 STR save or take d44+4 Thunder and Fire damage each and are Pushed 4.
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.