Susann

Rats can interpose for him.
- •Filthblast .1d6+2.
Reach 8
- •Feeding Time!
Summon Rat minion (1d4).

Swallowed creatures are Blinded, Dazed, Restrained, and suffer 1 Wound at the end of their turns. When an attacker crits Guttermaw, 1 swallowed creature is released (attacker's choice) and Guttermaw must Retch on his following turn.
- •Clamber.2d4+4.
Move 6. On hit: Grappled (Escape DC 12).
- •Devour.4d4+8.
(Grappled creatures only) . On hit: Swallowed.
- •Retch.1d4+3.
Range 6, 2x2 area
At 95 HP Guttermaw's boils rapidly swell. He has Vulnerability (+10) to the first attack that hits him each turn BUT whenever he takes damage, all other creatures within 2 spaces take 5 damage (swallowed creatures ignored).
Guttermaw is dying! 40 more damage and he dies. Until then, he has Heavy Armor and his Bloodied ability is no longer active.
When an ally within 2 spaces dies, attack once for free.
gain medium armour
- •Staff.1d8+3.
DC 13 Strength Save or be restrained
- •Acid Goblet.3d6.
DC 13 Dex Save
- •Shed Slime.
slime covers 4 squares - A creature that starts its turn in the area or enters it for the first time on a turn must succeed on a DC 11 DEX save or fall Prone. The slime dries after 1 minute.
- •Immolating Breath.
Fly 8 into the air. Next turn deal 2d12+10 to a 4x4 area, then land knocking adjacent enemies Prone.
- •Crush.
(Prone creature, Reach 2) 2d12+10, 1 Wound
- •Tooth & Claw.
(Reach 2) Move 6, 1d20+10 damage to 2 different targets.
- •Mighty Tail.
Knockback. (Cone 3) 1d12 damage (min 6), knockback 3, Prone.
At 90 HP Immolate! (Reach 12, AoE) 2d12 to all enemies.
At 0 PH, the Young Red Dragon is dying! 60 more damage and it dies! Until then, it is Enraged. Lose M Armour, roll d20s instead of d12s.

- •Shoot Web.1d8+2.(6ft ft)
On hit: Restrained (escape DC 12, or any slashing/fire damage).
- •Bite.2d8+4.
(Hampered target) Poisoned (magical healing ends).

When crit, make a Heart Piercer or Stormquill attack in return.
- •Stormquill (Crossbow).3d4+10(8ft ft)
- •Heart Piercer (Rapier).2d4+3.
Move 6. On crit: Dazed.
Smoke Bomb. Theo Blinds all enemies for 1 round, then moves 6, ignoring opportunity attacks.
Mortal Panic! Thorn is dying! 40 more damage and he's dead! Until then he'll Strike Back EVERY time he's hit (1/turn).

When crit: deal 5 to an adjacent enemy.
All physical attacks are a crit automatically. Advantage on all Might checks and cannot be knocked prone.
- •Warchief's Axe Battleaxe.2d10+4
- •Hordcaller.
Summon 1 Flamebound Ancestor (1d10 minion) to the battlefield. They harmlessly unsummoned when the Flamecaller dies.
- •Command the Horde.
(1/round) Command your horde to move then attack.
"Ancestors, I call upon you!" Use Hordecaller.
Brakka is dying! 50 more damage and he dies. Use Hordecaller at the end of each turn.

- •Warchief's Axe Battleaxe.2d10+4.
then
- •Call the Horde.
Summon 1 Orc to the battlefield.

(1/round) when damaged, Frighten (DC 12 WIL).
Heroes gain Drowning on a failed DC 12 STR save.
- Sick Claws.1d8+4.
On crit: Drowning.

- •Savage Claws & Beak.3d12.
advantage if crit this round.
- •Fearsome Hoot.
(1 use, Reach 12). Lower level enemies take 20 psychic damage – their WIL save. If they take 8 or more damage, they are Frightened as well (until the Owlbear is bloodied).

