When damaged, decrement the damage die then summon 1 minion. (d6 small » d4 tiny » dead).
- •Gnaw.
1d8
- •Weave Web.
Create a 2x2 Web within Range 4. STR Save DC 11 or be restrained in web if creature's turn starts and ends in the web. Web is flammable and can burn away to fire damage.
Spythronar is immune to web's effects.
- •Crush (2x).1d8+5.
Bludgeoning. On hit, can be Grappled.
- •Lightning Surge.2d8+4 .
Lightning. Grappled targets also take this damage.
Spythronar can target the webs it makes to attack all creatures standing in the web.
- •Weave Web.
The Spythronar can weave a 3x3 web within Range 4. STR Save DC 12 or be restrained in web if creature's turn starts and ends in the web. Web is flammable and can burn away to fire damage.
Fire
Creatures within Range 1 must make a WIL DC 11 or be Frightened
- •Tanning Knife (2x).1d8+7.
Slashing. (or Web Whip, Range 6. On hit, Pull 4)
- •Web Net.
Throw a 3x3 web within Range 4. STR Save DC 13 or be restrained in web if creature's turn starts and ends in the web. Web is flammable and can burn away to fire damage.
Ice Damage and Hampered.
Crits inflict 1 Wound on targets.
Vulnerable to Fire Damage, When crit or dealt fire damage: (AoE, Reach 2) 1d12 fire damage & creates a steam cloud that lingers and Blinded 1 round.
- •Rend .2d10+5.
Ice Damage. Fly 10 before or after attacking. ADV on Wounded Targets.
- •Frost Breath (1/use).4d10.
Ice Damage to all enemies within Cone 8 and Slowed, half on a DC 13 DEX save.
- •Spine Fling.2d10+2.
Range 8: Fling a part of Congelatios spines. Area of Radius 2 of target area becomes a difficult terrain
At 77 Hit Points, all enemies within Range 12 gain a wound and Frost Breath regain its use.
70 more damage and they die! Until then, crits will trigger on 1 less die of 9-10.
The Congelatios is a arctic dragon that managed to make its tiny kingdom in the frozen north. Originally from the Coehiemian Deserts, they were driven out by the Cinderashe. They migrated north and adapted. Their famous neck coat makes it so they can store heat by their most vital era, their shards of scales are famously sharp and a death sentence in the frigid cold.
Optional Rule: Targeting the front part of Congelatios and its Neck Coat with a single target attack and dealing enough damage to its neck coat can disable its spine fling.
Carving. Carving from a Congelatios grants material for the following effects. One effect can be applied at a time:
Sharp Scales
On any Armor or Shield: When you Defend, Attacker takes KEY damage.
On any Armor: You have a climb speed.
On any Slashing Weapon: On the first attack of a encounter, the first strike is a Crit.
On any Piercing Weapon: On Crit: inflict Slow
The Ram Bear uses its horns to collect debris. Depending on what it has, it has one of the following effects, until it uses Sling.
- Boulder (Mountain). Gain 1 Armor Step.
- Snow (Arctic). Those in Range 2 are Slowed
- Log (Forest). Distance pushed from Ram is doubled.
- •Ram (2x).1d10+6.
On Hit: Knocks back equal to primary die.
- •Sling.3d10+6.
Range 8: 5x5. AoE DEX Save DC 14 to take half. Sling whatever the Ram Bear has collected. Afterward, collect another material in its horn.
- Boulder. On Failure: Dazed
- Snow. Area is covered in Snow. Those within the area are Slowed
- Log. Those caught are pushed equal to primary die.
The Ram bear are found within mountain ranges, the arctic and the forests. Their horns are massive and often a used to collect material for their dens, and act as their second hands. However, as powerful as they are, they are prime targets for poachers.
The Ram Bears native destruction of its own environment may strike many as it as a mere brute, but many believe that the Ram Bear's terraforming actually improves its surroundings for allowing new material to grow. They always seem to know what to collect and sometimes, what they collect is rare in of itself.
Hunters of the guilds are called to make sure these Ram Bears are protected.
Lightning
Attacks deal extra die in damage towards Charged Creatures, but removes the condition afterward.
Creatures that end their turn in 1 Space of the Storm Wyvern gain the Charged Condition
- •Rend (2x).2d10.
Slashing. On Crit: Creature gets Charged
- •Horn Charge.3d10.
Charges with its movement. DEX Save 14 or take full bludgeoning damage and knocked prone. Half on Save, no prone.
- •Railgun (2/encounter).5d10+5.
Charges up a Lightning strike down Line 12. Creatures that are charged within 2 spaces of the attack are also hit. DEX Save 14 or take full damage and are Charged
At 125 HP, Dark Clouds in Isolation expands to 3 spaces
The Storm Wyvern is dying! 90 more damage and it dies! Until then, Railjack fully refreshes its used.
Armor and Weapon that can crafted from this weapon:
Storm Ruler.
Any armor/cloth, Very Rare
Resistance to Lightning. When hit by a AOE attack, absorb charges equal to primary die that cannot increase further. Next attack/spell or defend can embed the charge amount.
Lightning Spear.
Glaive, Very Rare
(1/turn) Strike a space within Range 8 with a bolt of lightning and land in the target location from above. Can go up ledges up to 15ft worth.
Fire, Smoldering
Scales are left behind by Cinderashe when they move every 4 spaces. Scales explode when they are hit by AoE damage that isn't ice. They deal 2d10 3x3 AoE Fire damage
- •Rend (2x).1d10+5.
Slashing/Bludgeoning. The Cinderashe dislodges a scale from its mane in the space it attacks.
- •Fire Breath (1 Use).6d10+3.
Fire. Cone 8. DEX Save DC 15. Half Damage on success.
- •Charge.2d10.
AoE. Charges forward and Moves 8 spaces. Those caught make a DEX Save DC 15 and pushed 1 space away. Half on success.
At 150 HP, Cinderashe doubles the amount of scales it drops.
Cinderashe is dying! 110 more damage and Cinderashe dies! Cinderashe enters a super heated state and can trigger all scales to explode as a action.
Cinderashe only appears on the dry seasons after hibernating the wet season, with its awakening brings burning of old plants that would otherwise take over the land if left unchecked. This behavior is mimicked by Stormshifters of the same circle that take after Cinderashe's duty in the off-season.
But this does not mean the Cinderashe is all knowing and a guardian. As a apex predator, it sees new creatures taken over its land and gets territorial and often goes on a rampage. The wildfires it does to clear the land is more of a aftermath of its rampage.
When players carve parts from this creature to craft weapons, they can gain:
Cindercloak
Very Rare, Any armor or cloth +2
Ashe Cloud. Grants Fire Resistance. When you defend, the cloak flairs and causes KEY damage to everyone in 1 space.
Triggershell
Legendary, Any Melee Weapon
You attach a mechanism to your weapon for explosive results
Firearm. (3) You can fire a shell to make a ranged weapon attack (1d8+STR/DEX Fire, Range 12) or add 1d8 fire AoE damage to a melee attack. Reloading: 2 Actions.
Royal Guard. When you defend and reduce damage to 0, reload a shell.
Wyvernfire. Consume all charges and discharge Line 6, Charges d8 Fire Damage. DEX Save (10+STR/DEX), half on success.
- •Executing: Mechanized Dash.
Move 8, create Line 8 aoe. DEX Save 17 or get pushed 2, knocked prone and take 8d6 force. Avoid all on success.
- •Executing: Fist Rockets.
(2x) 2d10+5 Bludgeoning (or Range 8)
- •Executing: Starboard... (Or was it Larboard?)(1 use).
Cone 10, 5d10+3 Fire off of Omega's side.
"... It was portside..."
- •Executing: Wave Cannon (1 Use).
Line 15. DEX Save 17. Fail: 4d20 force damage. Success: No damage.
When Omega Planetes reaches 147 HP, Starboard is recharges, and can become four cone attacks all perpendicular of each other.
<beep> Analysis: Omega is Dying. 167 more damage and we perish. Adapting... Must Evolve.... Run: Dynamis...
Melee attacks on creatures smaller than Jin Daze 1 the target(s), but doesn't stack.
Fire, Cold
Creatures that end their turn adjacent to Jin Dahaad take 1d6 cold damage.
- •Freezing Jet (2 Uses).4d20+4.
Cold. Cone 8/Line 12. After freezing the area, create icey difficult terrain and mist blinding those in it.
- •Rend (2x).3d12+3.
Advantage on Hampered Targets.
- •Charge.
Move 8 in a straight line. Those caught make DEX Save 17. Failure: 2d12 Bludgeoning. Success: Avoid damage and move away from Jin's Path.
At 177 HP, Jin recharges their Freezing Jet.
Jin Dahaad is dying! 170 more damage and it dies!
Jin Dahaad curls its body to use Crystalize, encasing itself in ice for one round being using Ice Coffin. While in Ice Coffin, Jin is immune to all damage. Crits remove this immunity for each damage type.
Crystalize. Range: 20x20, DEX Save 17, Failure: 5d20+10 Cold. Success: Halved damage. If behind total cover, avoid all damage.
Optional Ruling: Being gargantuan and serpentine, Jin Dahaad is larger than most creatures. As a DM: You can divide the monster into three parts where each part has access to its three moves, and their HP is divided into thirds (118) of their total HP. If one side takes all of its damage, it loses access to its respective attack.
Loot from carving parts from this Monster:
Armor of the Ice King
Legendary Armor
Immune to Cold Damage and Difficult Terrain made by Ice.
Icestring Bow
Legendary Bow
2d8+DEX Cold, 2-handed, Range 16. Freezing Mists. On hit: Create a 3x3 ice diffiicult terrain under the target location
Deals double damage to structures and vehicles.
While buried, it is a fortress
Attacks Daze creatures
Hempered, prone
- •Bite.2d20+6.
On Hit: Grapples
- •Burrow.4d20+6.
Burrows in the earth and gains Speed 10. Path becomes difficult terrain. DEX Save 18. Failure: full damage and restrained. Success: Half and not restrained.
The Atlus Snapjaw can also bury itself into the sands to be immune to everything.
- •Fortress Volley (2/encounter).3d12+4.
Those of the fortress fire a volley at a 5x5 AoE within Range 10. DEX Save 18. Failure: Full damage and knocked back 2 spaces. Success: Half damage.
- •PROTECT OUR HOME!
Summon minions (1d4/hero, size:d8); they act only when commanded. Command: All of your spiderling minions to move up to 6 spaces and attack once each.
At 177 HP, Fortress Volley's AoE increases to 7x7.
The Altus Snaping Turtle is dying! 170 more damage and they die! Until then, all damage lowers creatures armor by 1.
The Atlus Snapjaw is less a monster to be fought and more of a story tool. The fortress on its back can either be a dungeon or a bastion for the players or allies to a goblin/kobold/bandit group.
If given to the players, it can act as a mobile bastion for the players. Throw sand ships at the party! Command the Snapjaw to crush the starboard!!
Grimm Fenrir can infect those it crits against with Grimm Virus Charge. When 5 charges are reached, the creatures make a STR Save DC 19 or be infected with the Virus. Remove all charges on a success. Creatures infected gain the following:
- Any die is able to crit, even on AOE attacks.
- Vicious on other Frenzied targets.
- They cannot be healed
- They must attack the nearest the target.
Only specific remedies or healing over 20 can cure the virus. At the end of each of the infected's turns, repeat the save to reduce 1 charge.
blind, charmed, grimm virus, frightened, stunned
Grimm Fenrir is under only the first effect of the Grimm Virus: Any die is able to crit, even on AOE attacks. Vicious on other Frenzied targets.
- •Gore.4d12+5.
(or range 8) On Crit: Infect a charge of Grimm Virus.
- •Grimm Rush (1/use).3d12.
Charge down 8 spaces. Those caught within the path make a DEX Save DC 19. On failure, full necrotic damage and a charge of Grimm Frenzy. On success: half damage, cannot be critted against it, & move away 2 spaces from the path.
The pathway moved leaves a path of the Grimm Virus. Those that step on it or end their turn there gain a Grimm Charge. Only one instance of this path can be up at once.
- •Dread Breath (1/use).8d12.
Necrotic, Cone 10, DEX Save 19. On failure: Full damage, gain a Grimm Virus Charge. On a Success: half damage, no charge gained.
The breath attack lingers in the space it was used in. Those that step on it or end their turn there gain a Grimm Charge. Only one instance of this path can be up at once.
At 187 HP, Grimm Fenrir is bloodied! The Grimm Fenrir can move 4 spaces after each attack.
Grimm Fenrir is dying! 180 more damage and they die! Grimm Virus Paths are made whenever Grimm Fenrir moves.
Grimm Fenrir is a shadow dragon, a creature said to be born deep underground that collects the dark energies of the Shadows. They are highly aggressive, territorial and elusive monsters due this shadow collection.
The Virus
The Grimm Virus is spread from the Grimm Fenrir. Both have different effects on monsters and on sentient creatures. While Sentient Creatures may experience enhanced aggression, it is possible to cure themselves of the virus.
Meanwhile, for monsters of the wild, it is harder to remove. They become increasingly aggressive and grow traits similar to the Grimm Fenrir. Coloration may darken and may huff purple smoke from their mouth, and the vocalizations becoming shrill and harsh.
Monsters can still overcome the virus and adapt to it, becoming the Apex state. If a monster gains the virus, they gain the Grimm Virus trait in the statblock, as well some other traits.
Increased Power. They have STR ++ and have +5 to their physical attacks.
Armored. They gain increased armor
Carved items & Hunter items
The Grimm Fenrir is a danger to the environment, itself, and civilization if left unchecked, as such, hunter guilds have the following made in response to tracking, maintaining, controlling the Grimm Fenrir population. Some parts harvested or carved from previous Fenrir.
Soothing Potion
Consumable, Drink to be cleansed of the Grimm Virus and immune to it for 24 hours.
Frenzy Mantle
Cloak/cape, Very Rare
Frenzy Res. You have ADV on Saves toward the Grimm Virus and being Freighted.
Evasion. When you Defend you can teleport 4 spaces.
Shadow Armor
Any Armor +3, Very Rare
This armor displaces yourself with a minor illusion. Attacks against you have DisADV. If you do take damage, this ability ends until the start of your next turn. This effect is suppressed while you are hampered.
Ripclaw.
Any Melee Weapon Upgrade
Part of the Grimm Fenrir's claws to upgrade to a weapon. Weapon gains the Viscous Weapon Property.
Nocturne Hour Staff
Legendary staff
Staff has 10 charges to power the spells within that restore 1d6+4 charges at dawn: Dread Visage (2), Greater Shadow (4), Creeping Death (7). Additional charge can be spent to make targets hit by these spells to be frightened of you. (DC: 10+KEY)