Monstery Monday Submissions

A collection of all the Minion; Monsters, Legendary Monsters, Companions, Items, and more I've submitted for Monstery Monday!

Lvl 2 small cultist of therianthropy - Summoner
30
Ritual of Fang and Claw.

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
Choose one.
  • Ritual Knife..

    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.

Level 3 Solo Large Arena Champion
90
STR+ INT-
SUBMISSION!

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.

THE BIZARRE CROWDPLEASER!

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.

ACTIONS: After each hero’s turn, choose 1:
  • 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.

BLOODIED:

At 45 HP, Glorius bulks up! He can grapple up to four creatures at once and MUSCLE TUSCLE becomes 2x.

LAST STAND:

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.

Lvl 4 small antherion rodent - Ranged
845
Antherions: Strange Saliva.

Reach attacks decrease a target's next multiple dice roll by 1 dice (2d4 » 1d4). Doesn't stack.

Scurry.

Whenever a Ratman is Forcibly Moved/pushed or becomes Bloodied, Move 8 without provoking Opportunity Attack.

Choose one.
  • Stone Tail Sling.(2x) (Range 8).

    Vicious.

  • I Claw Your Face!(2x) .

    On hit: Move 8 without provoking Opportunity Attack.

Lvl 4 cephalopod jouster - Skirmisher
H6028
Shelled Cephalopods: Kinetic Shell.

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.

Pierced.

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.

Damage Interactions.

Fire (I), Lightning (V), Necrotic (V), Slashing (I)

Piercing damage is reflected.

Choose two.
  • Lanceshell..

    On hit: Creatures Riding you take half damage.

  • Aquatic Joust (1/Round)..

    Swim 10, each d4 may target creatures within your path of movement, damage modifier is applied to each hit target.

Lvl 6 antherion canine - Support
660
Antherions: Strange Saliva.

Reach attacks decrease a target's next multiple dice roll by 1 dice (2d4 » 1d4). Doesn't stack.

Full Moon.

(1/Round) Wolfwere may Help allies within Reach 2, if it can be reasonably explained.

Choose two.
  • Wolfstrike.(4x) .

    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.

Level 6 Solo Large Hopping Hawkger
M180
ALL+
Regret Nothing!

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.

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

BLOODIED:

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.

LAST STAND:

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.

Lvl 7 large cephalopod sniper - Ranged
H4052
Shelled Cephalopods: Kinetic Shell.

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.

Damage Interactions.

Fire (I), Lightning (V), Necrotic (V), Poison (I), Slashing (I)

Choose one.
  • Waterjet. (Range 12).

    On crit: Poisoned. You swim 3 spaces in the opposite direction of this attack's target.

  • Aquatic Blast. (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.

Level 8 Solo Huge Treasure Golem
H240
STR+ DEX+
Goldforged.

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.

Made of Money.

10gp (2400gp total) per taken damage is dropped by Midas. 1gp is scattered about for each point of damage dealt by Midas.

ACTIONS: After each hero’s turn, choose 1:
  • 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.

BLOODIED:

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.

LAST STAND:

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...

Lvl 8 antherion hog - Skirmisher
M65
Antherions: Strange Saliva.

Reach attacks decrease a target's next multiple dice roll by 1 dice (2d4 » 1d4). Doesn't stack.

Crush Rush.

(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.

Choose one.
  • Tusk Swing.
  • Parry Away.(2x) (Reach 2).

    On hit: Target cannot target attacking Boarwere with a Reach attack on their next turn.

Lvl 10 large antherion ursa - Defender
M690
Antherions: Strange Saliva.

Reach attacks decrease a target's next multiple dice roll by 1 dice (2d4 » 1d4). Doesn't stack.

Imposing Figure.

(1/Round) Interpose for an ally. Attackers Interposed against become Frightened.

Be-Ware.

Creatures Frightened by this Bearwere cannot willingly move away from it.

Choose two.
  • Frontclaw..

    Advantage on Frightened creatures. All instances of Advantage are converted into an Incremented damage dice (1 Advantage = 4d8 » 4d10, etc.).

  • Backpaw..

    On hit: +1 use of Imposing Figure this round. On crit: the next use of Imposing Figure causes Incapacitated instead of Frightened.

Uncommon Saddle

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.

4/LVLWIL+, DEX-
Small Eluran Adventuring Companion, Traveling Merchant
Cat's Paw.

Attacks that miss Eliza are rolled again and redirected to any adjacent creature of her choosing.

Merchant's Cart.

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.

Each turn, move 6 then choose 1:
  • 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!

Dying:

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.

WOUNDS:

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.

3/LVLDEX+, INT-
Small Dwarven Mouse Adventuring Companion, Scout
Ratpunter 9000 (1/Round).

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.

Trackball.

Baobao emits light up to 6 spaces away and acts as a torch/lantern.

Advanced Spherical Frame (2/Safe Rest).

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.

Each turn, move 10 then choose 2:
  • 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.

Dying:

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).

WOUNDS:

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 .