Pope
Your attack's can replace their "On Hit:" effect with "On Hit: Grappled (Escape: DC 11)"
If you attack an enemy that one of your allies already attacked this turn, On Hit: Brittle 5.
- Piercing Bite.1d10+2
Your attack's can replace their "On Hit:" effect with "On Hit: Grappled (Escape: DC 11)"
- Nip.1.
On hit: Brittle 5
Your attack's can replace their "On Hit:" effect with "On Hit: Grappled (Escape: DC 11)"
You cannot crit.
- •Ram.1d10+2
- •Bone Spike (Once).1d12.
(Reach: 8) On hit: Grappled (there is no escape) and pulled adjacent
Your attack's can replace their "On Hit:" effect with "On Hit: Grappled (Escape: DC 11)"
When you become Bloodied, let out a rallying cry to summon your choice of up to 2 levels of Undead.
- Bone Mace.3d6+6
Your attack's can replace their "On Hit:" effect with "On Hit: Grappled (Escape: DC 11)"
You cannot crit.
- •Crawl.
Move 4.
- •Claw.1d4+4.
On hit: One serving of food rots.
Your attack's can replace their "On Hit:" effect with "On Hit: Grappled (Escape: DC 11)"
You cannot crit.
- •Claw.1d4.
On hit: Destroy one source of liquid.
- •Bite.2d4.
On hit: Brittle 4.
Your attack's can replace their "On Hit:" effect with "On Hit: Grappled (Escape: DC 11)"
- Bone Club.1d6+1.
On hit: Brittle 1
Your attack's can replace their "On Hit:" effect with "On Hit: Grappled (Escape: DC 11)"
- •Scurry.
Move 2.
- •Claw.1d4.
Cannot crit. On 4: Grappled (escape DC 10)

You have heavy armor against nonphysical damage and cannot be crit by nonphysical damage.
Everything within Reach: 3 is difficult terrain and any creature that starts its turn within Reach: 3 takes 12d6 damage.
- •Maddening Attention.
Teleport up to 12, then a creature within Reach: 12 makes a DC 22 WIL save or they cannot move until the end of their next turn.
- •Consume.
5d20. On hit: Suffer one 1 wound.
The Elder God is Bloodied. It is unconcerned.
The Elder God is close to dying. 250 more damage and it will sink back below the seas. It does not care.
Heroes can spend an extra action with each action they take to do it quietly. If they don't, you have advantage against them until the start of their next turn.
- Trample.3d8+10.
On crit: Prone
You always attack first, unless you are caught napping.
- •Pounce.5d12.
Jump 6, then attack. On hit: Prone
- •Shiny!1d8+12.
Move 12 to a golden object smaller than a basketball, attacking all in your path. You hit the golden object, moving it 8 squares away.
You have X destroyable parts. All attacks against you that hit destroy one part and only do 1 damage until all parts are destroyed. Attacks that ignore armor still destroy parts, but deal full damage.
X = 1. If someone tries to open your jar without knowing you're there, attack first!
- Bite.2d8+2.
Or: Zap (Range: 4)