Misc Ideas & Inspirations

Mostly unsorted various stuff to collect, review, and possibly move or edit later.

Form Up!

When adjacent to an ally, attacks against you have disadvantage.

  • Strike.

    1d6+1.

Medusa
Level 5 Solo Possessed Gorgon
M35/heroDex+,Wil-
Not in her right mind (1/round).

Dazed after taking psychic damage.

Flesh to Stone.

Creatured Dazed by the gorgon remain so for 10 minutes or until the gorgon is Dazed. Dazed 3 times = Petrified.

After each hero's turn, choose one.
  • •Slash.

    Move 6, then 1d6+9.

  • •Coiling Strike.

    4d6+10. On damage: Grappled.

  • •Stone Gaze.

    Daze a grappled target.

BLOODIED:

Reaction at 50% HP. She turns the surrounding snakemen statues back to flesh. Summon 2 Snakemen Minion/hero (size:1d6).

LAST STAND:

Zithis is dying! 50 more damage and she dies. Until then she can't be dazed and has advantage against dazed targets.

Loot:

Lvl 5 obvious hazard!
Static Threat.

Trigger Summon Shadows every round.

  • Summon Shadows.

    Summon 4 Shadow Minions (1d12).

    Spellweaving:

    Radiant and Necrotic spellcasters can spend 1 action and 1 mana to suppress this effect for 1 round.

    Necrotic spellcasters can spend 2 actions and 3 mana (or 1 use of pilfered power) to trigger Summon Shadows.

Runes are placed on specific spaces on the battlefield (e.g. a 3x2 area). Heroes might need to assess a Rune to figure out the spellweaving interactions (Arcana or Lore).

remixed from Flame Rune
Cat
Level 5 Solo Large Monstrosity
150INT+ WIL+
Enigma.

The Sphinx can not be assessed.

Riddled Defenses.

The Sphinx is immune against all damage that does not answer the current riddle.

Wrong Answer (1/round).

When the Sphinx is hit by a damage type it is immune to, increase its damage dice by one size (d4->d6->d8->d10->d12->d20).

After each hero's turn, choose one.
  • •Riddle (1/round).

    The Sphinx tells a riddle which answer corresponds to a damage type.

  • •Identify.

    Move up to 8 and assess a hero. The sphinx identifies one of their visible magic items.

  • •Extract Knowledge.

    (Reach: 6) 2d4+7 psychic. On hit: The Sphinx learns one Secret about the target.

  • •Impatient Swipe (2x).

    Move up to 4 ,then attack for 2d4+7 slashing.

BLOODIED:

At 75 HP the Sphinx uses Extract Knowledge against all heroes (ignoring the range limit).

LAST STAND:

The Sphinx deems the heroes worthy! It recovers all HP, stops being hostile and rewards the heroes with secret informations about one topic of their choice.

Made by SanityWithIn for Monster Monday Week 7: Desert.

Static Weapon.

Instead of attacking, a creature can trigger this. Single use; Load 2 Actions.

  • Piercing Shot.

    (Range 8) d44 (ignores armor).

Lvl 11 large hag - Melee
H80
Supper Time!

When crit: attackers stomach is filled with nails (10 piercing damage at the end of their turns until they spend 2 Actions to vomit).

Choose one.
  • •(2x) Claws..

    (Reach 2) On hit: Grappled (Escape DC 15).

  • •Jaws..

    (Grappled target) On damage: Wounded.

Medusa
Lvl 11 monstrosity - Aoe
M106
Petrifying Gaze.

At the start of their turns, heroes must make DC 15 STR saves or be Dazed for 1 minute (Dazed 3 times=Petrified)

Choose Twice
  • •Snake Hair..

    On crit: Poisoned(healing ends)

  • •Bow..

    (Range 10)

A Blinded creature doesn't have to save against petrifying gaze.

Lvl 16 large angel - Defender
H12140
Angel: Angelic Awareness.

You always know if you hear a lie. Advantage on attacks against wicked creatures.

Be (Not) Afraid.

At the end of your turns, enemies within 4 are Frightened.

Divine Chariot.

A creature riding you is immune to damage. Only creatures you designate can ride you.

  • Judgement Fire..

    (Range 12) all enemies that have attacked any angel on their last turn. 30+ damage: Burning (Burning: You take 5 damage at the end of your turns until you spend an action and make a DEX save to end it. You can drop prone to automatically succeed)

BLOODIED:

At 70 HP, lose your Armor but now targets within 4 take 5 fire damage at the start and end of their turns.

Uncommon
Weapon

Action: 2d6+STR Bludgeoning.

Properties: 2-handed, Reach 2 (Req. 2 STR), Ruinous, Viscious against unarmored and cavalry.

This fearsome war club, up to 2-meters long, is carved from dense wood and reinforced with iron spikes. It is designed to shatter armor, crush bones, and dismount cavalry.

Awe

Cantrip, AoE
1 Action
Utility

Beguilement

Single Target
1 Action

Breath of the Wind

Single Target
1 Action

Cloak of Darkness

Self
1 Action

Conjure Treats

Single Target
1 Action

Dancing Flame

Single Target
1 Action

Disguise Object

Single Target
1 Action

Fairy Dust

AoE
1 Action

Flame Charm

Single Target
1 Action

Fool's Gold

Multi-Target
1 Action

Forgetting

Single Target
1 Action

Masquerade

Self
1 Action

Mirth and Malice

AoE
3 Actions

Silver Tongue

Self
1 Action

Subtle Sight

AoE
1 Action

Through the Keyhole

Self
1 Action

Vanishing

Single Target
1 Action

Walk in Shadows

Self
1 Action