Monstery Monday Submissions
A collection of all the Minion; Monsters, Legendary Monsters, Companions, Items, and more I've submitted for Monstery Monday!
Multiple Beastzealots may grapple the same creature. If ≥2 Beastzealots are grappling a creature, it becomes Incapacitated, and becomes a Ritual Sacrifice. Sacrifices have a Sacrifice Clock of 10+(2xKEY), Beastzealots may use their Ritual Knife to decrease this clock on their turn if grappling a sacrifice.
Once a Sacrifice Clock reaches 0: the Ritual Sacrifice gains a wound, grappled Beastzealots are thrown back STR spaces from the sacrifice, and are summoned (1d4).
- 1: 4
- 2: 3
- 3: 2
- 4: 1
- •Ritual Knife.1d4+2.
On hit: Grappled.
- •Cowardly Warp.
Teleport 8, MUST move away from hostiles.
Beastzealots should naturally come with a few Antherion allies, they aren't incredibly strong on their own after all.
When Glorius inflicts the Grappled condition, the target is also Riding him. Any creature Grappled by him takes 1d4 every time they fail to break out of his grapple (DC12 STR). He can grapple up to two creatures at once.
When critting, giving a creature a wound, succeeding a save, or just being awesome; Glorius will strike a EPIC POSE, winning the crowd's favor. Glorius can spend gained favor to improve his abilities.
- •MUSCLE TUSSLE!
Move 8. Attack for 1d4 Bludgeoning. On hit: target is Grappled.
- •MAN-SLINGER!
Throw a Grappled creature up to Range 8. It takes 2d6 Forced Movement damage and is knocked Prone. Spend up to 3 favor for +1d6 damage per favor.
- •FLEXIN' PECS!
(1 Favor) Gain Armor against the next attack: Medium vs Reach, Heavy vs Range. Spend up to 2 favor to gain +1 instance of Armor per favor.
- •ULTRA GUILLOTINE!
(2 Favor) Attack a Prone creature for 4d6+3 Bludgeoning, they are Dazed. Spend 1 favor to give Incapacitated instead of Dazed.
- •THE VILEDRIVER!
(3 Favor) Attack a Hampered creature for 6d6+6 Bludgeoning.
At 45 HP, Glorius bulks up! He can grapple up to four creatures at once and MUSCLE TUSCLE becomes 2x.
Glorius is losing!? 23 more damage and he loses the fight! Until then, he gains twice as much favor from EPIC POSES!
This loud, cocky and unusually-sized "man" is the undefeated champion of the arena. He never takes off his helmet for any reason, but he assures you, he is very handsome. Stunning, really. Definitely not a Flesh Golem made by a insane Wizard, no sir.
Reach attacks decrease a target's next multiple dice roll by 1 dice (2d4 » 1d4). Doesn't stack.
Whenever a Ratman is Forcibly Moved/pushed or becomes Bloodied, Move 8 without provoking Opportunity Attack.
- •Stone Tail Sling.(2x) 2d4+4 (Range 8).
Vicious.
- •I Claw Your Face!(2x) 1d4+2.
On hit: Move 8 without provoking Opportunity Attack.
Any creature your size or smaller within your path of forced movement is Riding you. Damage taken from forced movement is transferred to Riding creatures, or otherwise has no effect. This damage is halved if the creature is one size smaller than you or larger.
Movement from your actions are considered forced movement.
Creatures Riding you cannot take Reactions or willingly dismount you.
Creatures can make a DC 12 STR Save to dismount you at the beginning of their turn.
No more than one creature your size or smaller can be Riding you.
Fire (I), Lightning (V), Necrotic (V), Slashing (I)
Piercing damage is reflected.
- •Lanceshell.1d12+4.
On hit: Creatures Riding you take half damage.
- •Aquatic Joust (1/Round).4d4+4.
Swim 10, each d4 may target creatures within your path of movement, damage modifier is applied to each hit target.
Reach attacks decrease a target's next multiple dice roll by 1 dice (2d4 » 1d4). Doesn't stack.
(1/Round) Wolfwere may Help allies within Reach 2, if it can be reasonably explained.
- •Wolfstrike.(4x) 1d4+1.
Attack any number of creatures within Reach 1. On hit: target is pushed back 1 space.
- •Bolstering Howl.(Range 8).
Allies' next attack gains another damage dice.
The Triple King has a pool of Scanning Charges, which it can use to increase the effectiveness of it's attacks. Take 1 damage for each unspent Scanning Charge at the end of a turn.
- •Hawk Scan.
Scan a target in Range 8, gain a Scanning Charge on a failed DC 13 DEX save. On a success, the next attack made against the target has Advantage and cannot be Interposed against.
- •Tiger Claw.
Attack for 2d10+2 Slashing. Spend a Scanning Charge to attack for 4d10+4.
- •Hopper Leap.
Leap 8, then land. Attack for 1d10+2 Bludgeoning. On hit: Push 2. Spend a Scanning Charge to Leap 8 and deal 12 Bludgeoning damage and Push 3 to ALL creatures in Reach 2.
At 90 HP, the Triple King's Hawk Scan becomes x2, it's DC increases by 2, and it can target any creature it can see.
The Triple King is dying! 45 more damage and it's dead! It immediately gains 3 Scanning Charges!
The abdomen of a grasshopper, upper torso of a tiger, and head of a hawk are all merged in this ersatz chimera known as a "Hopping Hawkger." Who made this creature is utterly unknown. But WHY it was made is simple: Greed.
Any creature your size or smaller within your path of forced movement is Riding you. Damage taken from forced movement is transferred to Riding creatures, or otherwise has no effect. This damage is halved if the creature is one size smaller than you or larger.
Movement from your actions are considered forced movement.
Fire (I), Lightning (V), Necrotic (V), Poison (I), Slashing (I)
- •Waterjet.2d10+4 (Range 12).
On crit: Poisoned. You swim 3 spaces in the opposite direction of this attack's target.
- •Aquatic Blast.3d8+3 (Range 3).
Each d8 may target creatures adjacent to each other within Range, damage modifier is applied to each hit target. You swim 6 spaces in the opposite direction of this attack's centermost target.
Midas' Armor cannot be sundered or decreased by heroes' abilities. Any attack that ignores Armor (crits, vulnerabilities) will decrement Midas' Armor that round.
Heroes may spend an action and make a melee attack against Midas. On a failed STR or DEX save (DC 5+rolled damage) Midas is vulnerable against the used damage type for 1 attack.
10gp (2400gp total) per taken damage is dropped by Midas. 1gp is scattered about for each point of damage dealt by Midas.
- •Coin Blast (x2).
1d4+8 Bludgeoning. On hit: target is pushed 1 space. On crit: target is pushed 5-STR spaces.
- •Spray of Wealth.
(Cone 4) 3d8 Bludgeoning. On hit: targets are pushed to the end of the Cone.
- •Midas' Touch.
(1 use) Reaction: Opportunity Attack against a target that was pushed for d44 Necrotic. On hit: Petrified.
At 120 HP, Midas shrinks and falters, becoming Large size and ejecting 400gp! Coin Blast is 3x, Spray of Wealth is Cone 6, and Midas Touch recharges.
Midas is dying! 60 more damage and it dies! Until then; Coin Blast is 4x, Spray of Wealth is Cone 8, and Midas Touch recharges.
A powerful banking firm's most wealthy vault was so well guarded that nothing came in–or out–for years, except for further wealth. After so long, the piles of coins and gemstones eventually gained a will of it's own and the desire for ever more mass...
Reach attacks decrease a target's next multiple dice roll by 1 dice (2d4 » 1d4). Doesn't stack.
(1/Round) Opportunity Attack: Any creature that moves within 8 spaces may be charged at (Line 8), taking a Tusk Swing + 4 damage per unmoved extra space. All creatures in the way are push aside and take 4 damage.
- •Tusk Swing.2d10+6
- •Parry Away.(2x) 1d8 (Reach 2).
On hit: Target cannot target attacking Boarwere with a Reach attack on their next turn.
Reach attacks decrease a target's next multiple dice roll by 1 dice (2d4 » 1d4). Doesn't stack.
(1/Round) Interpose for an ally. Attackers Interposed against become Frightened.
Creatures Frightened by this Bearwere cannot willingly move away from it.
- •Frontclaw.4d8.
Advantage on Frightened creatures. All instances of Advantage are converted into an Incremented damage dice (1 Advantage = 4d8 » 4d10, etc.).
- •Backpaw.1d10+2.
On hit: +1 use of Imposing Figure this round. On crit: the next use of Imposing Figure causes Incapacitated instead of Frightened.
A Small/Tiny creature may use this to mount a unit. They are considered to be Riding it. Their turn in combat comes immediately after Baobao, and they gain +2 speed along with any type of movement Baobao currently has.
This saddle is designed for particularly short and stout Dwarves (Dwarf Dwarf) to mount a SBA-2 "Baobao" unit into combat or an excavation worksite. It's more often used for goofing off during work hours and having oversized Dwarves break their assigned SBA-2 units.
Attacks that miss Eliza are rolled again and redirected to any adjacent creature of her choosing.
The party may use any item in Eliza's cart/on her person during combat, with gp being exchanged after combat is over/during a Field or Safe Rest, or the item being returned with a usage fee.
Eliza or a party member can move her cart as if they were Slowed, the cart provides Cover.
- •Cat's Claw.
On hit: Eliza scurries her Speed away from the target and towards Cover.
- •Healing Potion!
Eliza has (LVL/Safe Rest) Healing Potions. Eliza will charge the party +25gp per Potion starting at 0gp, price resets after a Safe Rest.
Becomes Greater Healing Potions (3d6+6, +25gp » +50gp) at ≥LVL 10.
Also try Healing Potion alternatives!
When Eliza drops to 0 HP, she panics! Eliza immediately drinks a potent Healing Potion (max Healing) and runs away, she tries to find Cover or Full Cover until combat ends.
Eliza Pennygleam is a foreign Folk to the Humblewood, a "Moon Eluran." She and many other foreign merchants have become more and more common during the trying times of bandits and flames, as with danger comes demand and thus: profit. Eliza enlists the help of the party in getting to Alderheart, the capital of Humblewood, so she may sell her goods.
An ally may spend an action to kick Baobao, 1d6 Bludgeoning (Range 12). Baobao may use Heat Spike as a reaction, target is considered Distracted.
Baobao emits light up to 6 spaces away and acts as a torch/lantern.
Baobao gains a Climbing speed this encounter. At LVL 5: Baobao may instead gain a Swimming speed. At 10: Burrowing. At 15: Flying. At 20: Teleporting.
- •Heat Spike.
+LVL damage when hitting a Distracted target. On crit: Baobao moves it's speed.
- •Flash Beacon (1/Encounter).
All creatures within Reach 6 are Blinded.
When Baobao drops to 0 HP, it enters escape mode! It immediately uses Flash Beacon for free and then moves 10–ignoring Hampered–towards allies (preferably an Engineer/Artificer/Craftsman).
Modelled after the "Huoshu" or "Fire Mouse" of foreign lands, SBA-2 (Spherical Beacon Automaton) was designed to accompany Dwarven miners into caves, acting as a beacon and scout. It's simple construction–being merely a sphere with a pop-out head and tail–makes these automaton cheap to produce. Unfortunately Dwarves (and others) have a habit of kicking them like a soccer ball...
Riding them is possible with the .