GregCanela
Malfeshnekor is vulnerable to fire damage. If Malfeshnekor is crit with fire damage, he loses his medium armor for 1 round.
- •Pouncing Strike.
Move 10, then 2d10+4 damage. On crit: Prone.
- •Disappear.
Malfeshnekor turns Invisible until he attacks again.
I'm your friend! At 65 HP, Malfeshnekor tries to charm all enemies. Each enemy withing Reach 4 makes a DC 12 WIL save or is Charmed by Malfeshnekor. If he attacks a Charmed enemy, on a hit it crits.
Creatures within 3 spaces take 2 necrotic damage at the end of their turns.
- •Greatsword.
Move 6, then 3d4+4 damage
- •Demonic Fire.
(Range 8) DC 12 WIL save or 3d8 damage. Half on save.
- •Necrotic Blast.
(1 use) Each creature in Reach 3. DC 12 WIL save or 3d6 necrotic damage and falls Prone. Half on save.
At 50 HP Nualia's Necrotic Blast recharges.
Nualia is dying! 30 more damage and she dies. Until then, the damage of her Corrupting Aura is doubled.
- Sticky Tongue.
Reach 4, 3d6 damage. On hit: pulled adjacent to Stickfoot.
When Ripnugget is reduced to 22 HP, Stickfoot always Interposes for him.
Whenever an attack misses you, deal 1 psychic damage in return.
- Short Sword Flurry.
Move 6. 3d6 damage, up to 2 adjacent creatures.
When Ripnugget is reduced to 22 HP, Stickfoot always Interposes for him.
Creatures of your choice within 4 spaces must succeed on a DC 11 WIL save at the start of their turn or it becomes Frightened until the end of their turn.
- •Returning Dagger.
Move 8, 2d4+3 (or Throw, Range 6).
- •Poisonous Claws.
2d6+2, Poisoned (magical healing ends)
- •Psychic Screech.
(1 use) All enemies within reach 4 suffer 3d6 damage (ignoring armor) DC 11 WIL or become Frightened for 1 round.
At 34 HP, Psychic Screech recharges.
Erylium is dying! 25 more damage and she's dead! Until then creatures who start within her fear aura take 2 psychic damage at the start of their turn.
- •Dashing Flurry.
Move 8, then punches twice for 1d4+2 damage. On crit: Dazed.
- •Shortbow.
Move 4, 1d6+2 damage (Range 12).
At 32 HP, Tsuto's Dashing Flurry damage increases to 1d6+2.
Tsuto is dying! 18 mote damage and he dies! When Tsuto uses Dashing Flurry or Shortbow, he can throw one more punch or shoot one more arrow at disadvantage.

You unleash a terrifying howl. Each enemy that starts it's turn within 6 spaces must succeed on a DC 11 WIL save or it becomes Frightened until the end of their next turn.
- Bite.2d8+6.
If the target is Frightened, attack with advantage. On hit: Crit.

If you move at least 4 spaces in a straight line, attack with advantage.
- Hooves.1d8+2.
On crit: Prone.
When you attack an Incapacitated hero it must make a DC 10 WIL save or be cursed. If the curse isn't removed within 1 day, the hero's head will rip off and become another vargouille.
- Bite (2x).1d4+5.
On crit: Incapacitated for 1 round.

- •Tentacle (2x).1d8+4.
(Reach 3) On hit: Grappled (Escape DC 11).
- •Sting.2d8+3.
(A Grappled creature) Poisoned (magical healing ends).

- Savage (2x).1d8+2.
On crit: Incapacitated until the end of their next turn.
