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Whenever Eldrick would fail a save or take more than 15 damage while he has a creature Dominated, he may avoid the attack instead, but all Dominated creatures come to their senses.
- •Dominate.2d12.
(If no creatures are Dominated) Choose half of the heroes to suffer psychic damage (ignoring armor). DC 15 WIL save or Dominated as well. Dominated: Rolls are made with disadvantage. Eldrick spends your first action on each of your turns. Damage ends.
- •Mind blown.6d12.
(Dominated creature) Contested INT or WIL check, on success: Avoid damage but Dazed. Cannot be Defended or Interposed against.
- •Control.
Teleport 8. (Reach 8) DC 15 WIL save, force an enemy to spend one Action to make a weapon attack or cast a cantrip. On save, they attack with disadvantage.
At 125 HP gain Illusory Shift. Reaction, when attacked (1 use): Swap places with a Dominated creature, making them the new target of the attack.
Eldrick is dying! 110 more damage and he dies. Until then, Dominated no longer ends on taking damage. Every hero makes a WIL save or become Dominated.

- Slow slam.1d4+15.
At 2 disadvantage unless hampered. On Crit: prone

Reach 3 reaction: DC 19 INT save to move any closer. Can be used once per hero per turn.
- •Mind lance.1d6+30.
DC19 INT save to avoid
- •Mushroom fools (if fewer fools than heroes).
Broderick makes the ceiling rain ancient blood waking 1d8 mushroom fools
- •Concussion.1d6+15.
On hit: Push 3
A crack appears on the glass. A crit with a massive weapon will instantly kill Broderick.

- •Charge & Push.
Move 6. 1d4+8. On damage: Prone.
- •Grab & Throw.
D4. On damage push 6. If another hero is struck both make a DC 13 DEX save or take 2d6+3 damage and are knocked Prone.
The Lion finally draws his sword. Replace grab & throw with: Giant Slash, only on prone targets, DC 13 DEX save or take 2d20 damage.
The Lion is dying! 60 more damage and he dies. Until then he drops his sword. Giant slash is replaced with grab & throw
All guildmen crit on a 5 or 6 while the Guildmaster is present.
- •Call in the bureacrats.
Summon 1 guildman.
- •Flurry of regulations x 3.1d8+7.
Range 6. A cloud of books, quills and ink pots.
- Tax.1d6.
On crit: steal 100gp if possible and flee. Attracted to the richest PC.
Can't move and attack.
- •Boomstick.1d4+20.
Range 8. On miss: Jams and can't fire again this encounter.
- •Hand axe.1d8+5
1/round: Can perfrom opportunity attacks while within 2 of another shield dwarf.
- Hammer blow.2d6+5.
On crit: Prone.
Any creature that can hear the cloaker must make a DC16 INT save at the start of their turn or become frightened of it and miss on a 1-3. They perceive there to be many duplicates, all unfolding and folding in impossible geometries.
- •Latch.1d4+30.
On hit: Gain riding.
- •Feed (only on latched targets).1d4.
On hit: Causes one wound.
Invulnerable while standing over her cauldron.
Starts combat with 2x tiny kitchenware minions/hero.
- •Service!
Summons 2x tiny kitchenware minions / hero.
- •Yes, chef!
Range 6, DC 13 WIL save or hero immediately uses an action to move controlled by the hag.
- •More ingredients!1d6+20.
Reach 2. On hit: Pull 2. If hero is pulled into the cauldron they take 10 extra damage and become dazed.
Minazorond believes all monstrosities are normal people and vice versa.
Argonath's ressurection is an end-state to the campaign.
Attacks against dragons are at disadvantage unless they are on the ground. They are immune to prone and hampered while flying.
- •Breath weapon (requires concentration).1d66.
AOE 4x4 (fire) for Argonath or line 8 (Electricity) for Minazorond. Dex DC 20 save for half damage.
- •Reposition.
Starts concentrating on the breath weapon. Can be interrupted with a crit.