Pope
Your attacks gain: "On crit: Heal the damage you dealt".
When you die, two Eldrazi Scions are created within Reach: 2.
- Slap.1d12
Your attacks gain: "On crit: Heal the damage you dealt".
- Slap.1d12
Fall Prone when you miss.
When you fall Prone, you immediately use Wave of Booze with Burst: 2.
- •Wave of Booze.
2d10 to all within Cone: 8. On damage: DC 18 STR Save or Tipsy.
- •SMASH.
Move 10, then 1d20+12. Misses on a 1 or 2. On hit: Tipsy
- •Booze Pulse.
Move 8, 1d6+16 (Range: 12). On hit: Tipsy
- •Bad Breath.
Move 2, then 1d4+10 to all within a 5 by 5 by 5 square originating from your mouth. On hit: Tipsy
You are Bloodied! Immediately use Wave Of Booze, but Burst 8 instead of Cone 8, then fall Prone.
170 HP and you're done! You now act after each hero's turn.
Fall Prone when you miss.
- •Wave of Booze.
2d10 to all within Cone: 8. On damage: DC 18 STR Save or Drunk until healed or you miss.
- •SMASH.
Move 8, then 1d20+12. Misses on a 1, 2, or 3.
You are Bloodied! From now on, your attacks deal an extra dice of damage.
170 HP and you're done! You now act after each hero's turn.
Your attacks get: "On Hit: Frightened for 2 actions"
- •Claw.
Move 8, then 1d10+10
- •Suplex.
1d12+10 to two targets. On hit: Prone
- •Radiation Ray (1 time).
Attacks a 2 square wide by 2 square tall by 25 square long line. 2d6+10, DC 17 dexterity save for half.
You are Bloodied! You immediately use Radiation Ray whenever a hero suffers a wound, avoiding any dying heroes.
You're almost dead! 150 more damage and you're done! You can move 8 before you Suplex.
You have heavy armor against fire damage.
Your attacks gain: "On Crit: Prone"
You have advantage on all saving throws except intelligence.
- •Bite (x3).1d8+2.
Damage increases by 5 for each time you've dealt damage this turn.
- •Dragon Fire (1 time).4d6+2.
(Cone: 4). DC 15 DEX save for half.
When you move: Creatures restrained by you are moved as well.
- Ram.
1d6. On hit: Restrained (escape DC 12).
You can Interpose within Reach: 3, and when you do, attack your attacker.
- Bite.1d8.
On hit: Deal 10 poison damage. The target becomes immune to your poison for 24 hours.
Creatures have disadvantage on perception checks to see you.
- •Ocelot's Claws.2d8+2.
Crits on a 7 or 8.
- •Antelope's Horns.2d8+7.
On hit: DC 15 STR Save or Prone and Dazed.

Your attacks have advantage on creatures who have stolen from you and you have heavy armor against attacks from stolen weapons or tools.
- •Golden Breath.2d8+7.
(Cone: 5). On Hit against Dying target: Petrified and encased in gold
- •Sting (1 time).5d10+10.
On hit: Poisoned for 1 hour
- Hypnotic Glare.
(Range: 4). One target in range makes a DC 12 WIL Save or be charmed for one hour or until harmed. While charmed in this way, a creature will relentlessly try to get on the nearest goat and ride it.