Everdawn DM

(Reaction, 1/round) Move in-line through occupied spaces.
- Dodge Reaction: DC-15 DEX save. Failure difference = bludgeoning damage.
Resistant to Ice, Fire, and Non-Magical Weapons.
- Gore x2.3d8 Piercing.
On damage: Knockback primary die spaces.

(Immediate & Continuous, Reach 12) DC-10 WIL save or drop to 0 HP.
- On save, lose half max HP.
- 20+ WIL save is unharmed.
- Adv (or immune) if hearing is protected.

Immune to nonmagical damage. Resistant to Necrotic. Vulnerable to Radiant, Sunlight, and Silver.
- Deathly Touch.
DC-13 WIL/DEX save or drop to 0 HP. On save, lose 1/2 max HP.
- Against Dying enemies, inflict 2 Wounds. On save, 1 Wound.

(1/Encounter) On death: regain 1hp. Disregard if killed by Radiant damage.
- Crunch x2.1d6.
On crit: Grappled.

(1/Encounter) On death: regain 1hp. Disregard if killed by Radiant damage.
- Ravage (x2).1d6

(1/Encounter) On death: regain 1hp. Disregard if killed by Radiant damage.
- Rip Apart (x2).1d6.
On hit: Grappled (DC 9 escape).

Immune to nonmagical damage. Resistant to Necrotic. Vulnerable to Radiant, Sunlight, and Silver.
- • Deathly Wail.
(1/Encounter, Reach 12) DC 13 WIL save or drop to 0 HP. On save, lose half max HP.
- Adv (or immune) if hearing is protected.
- •Horrible Glare.
(Reach 8) 1d10, Frightened 1 Round.
- •Ghastly Touch.
Fly 4 then 2d10.
(35hp) Any dying heroes gain 1 HP and 1 action.
(20hp) Possess: All heroes make a DC16 WIL Save. Lowest failure is Possessed.

Advantage against creatures, if an ally is adjacent to it.
Flee combat when outnumbered.
- Bite.1d8+2 Piercing.
On crit: Vicious.

1/Round, Free Adv attack by creature OR rider after 4+ line movement over enemy.
Immune to (most) Forced Movement, but D-Adv to Jumps (1d4 for distance).
- •Gallop.
Move up to 12.
- •Hooves.3d6+2 Bludgeoning.
On crit, Prone.
- •Shimmer.
(While Sunlit, Reach 4, AoE) DC-8 INT/DEX Save or observers are Dazed for Round(s) = DC/Save difference. A Crit Fail forces Blinded for 1 Round instead.
- •Peck.
2d10 Piercing.
- •Gust.
(Reach 6 AoE) DC12 STR Save. Forced Movement equals DC/Save difference.
At 35 HP, Action and Movement are doubled!
All Pecks are Rushed. Gust is now DC10 STR Save.
Three more hits! Gust is constant, granting disadvantage to Ranged Attacks, and forcing STR Saves at the end of each of its turns.

Advantage vs damaged creatures.
1/Round Reaction, 2 allies can move. OR...
1/Round Reaction, Reduce & Damage 1d6 while in melee.
- Ravage (x2).2d6

Advantage vs damaged creatures.
- •Shoot (x2).1d6+2 Piercing.
Range 10.
- •Ravage.1d6+2 Slashing.
Use if melee attacked.