Monstery Monday Week 72 - Wasteland
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Can move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.
- Claw.
1d6 slashing (minion rules).
When hit with an attack, adjacent enemies gain Poisoned for 1 round. Advantage against Poisoned creatures.
- Swipe & Skitter.
1d6 Poison, then Leap 4.
Emerging from a nuclear ootheca, these Nymphs keep their white coloration for longer yet are capable of complex movement immediately upon hatching.
When hit with an attack, adjacent enemies gain Poisoned for 1 round. Advantage against Poisoned creatures.
- Encroach.1d6+6 Poison.
On crit: an ally adjacent to the target attacks once for free.
The vile infantry of the Blattodecay horde. Shockingly durable for their relative size and strength.
Can move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.
Can force other Silt Runners to Interpose for him. When another Silt Runner attacks during its Move, it adds 2 to the damage.
- •Claws.
1d6+1 slashing, then...
- •Bite.
1d6+6 piercing, on crit: gain half that in temp HP.
When hit with an attack, adjacent enemies gain Poisoned for 1 round. Advantage against Poisoned creatures.
- •Blight Bomb.
Creatures in a 2x2 area within 6 spaces take 2d6+2 Poison. OR:
- •Graser Shot.
The next time a creature within 6 spaces would lose the Poisoned condition, they don't.
A Rayroach's whole body is infused with hemolymph; giving them noxious spit and radioactive, ray-shooting antenna.
When hit with an attack, adjacent enemies gain Poisoned for 1 round. Advantage against Poisoned creatures.
- •CLICK.
3d6+3 (Range 8) Poison to a Poisoned target, ending the condition on hit. Then:
- •CLICKCLICKCLICK.
3 allies within 8 spaces roll dice from Advantage as damage dice this round.
The rapid stridulation of a Geigerroach's wings produces their infamous clicking noise, the sound causing rapid atomic decay in those that hear it.
When hit with an attack, adjacent enemies gain Poisoned for 1 round. Advantage against Poisoned creatures.
Gain resistance to the most recent type of taken damage.
- Giga Slammer.1d6+16 Poison.
On hit: move 1 adjacent ally to ANY space in Reach. Move an enemy on crit.
Despite being the bulkiest of the Blattodecay, Gigaroaches never take charge of a group. It's believed to be due to their weak radioactivity manipulation.
Indistinguishable from your surrounding until you move.
Attack the first creature that moves into your reach with advantage.
- Lunge.
(Reach 3) 3d6+3 (any die can crit).
Made by SanityWithIn for Monster Monday Week 72: Wasteland.
Can move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.
- •Mind Claws.
(Range 8) 2d6+4 slashing, on damage: Taunted.
- •Heavy Bite.
1d6+10 piercing, WIL DC 13 or Slowed for 1 minute.
- •Silt Blessing.
(Reach 2, Silt Runner only, concentration) the creature gains an aura with Reach 4: it provides Cover and ignores difficult terrain. When it Moves, every square traversed becomes silt as well.
Indistinguishable from your surrounding until you move.
Attack the first creature that moves into your reach with advantage.
- •Lunge.
(Reach 3) 4d6+4 (any die can crit). On crit: grappled.
- •Vicious Bite.
(grappled target only) d66.
Made by SanityWithIn for Monster Monday Week 72: Wasteland.
On hit: add 1 to the PD of next attack, cumulative. Reset on crit.
On crit: DC 14 STR or Bleeding 4.
- Armblades (3x).
1d8+4 slashing.
1/turn, when the Mage Hunter takes damage from a spell, halve it and another target in Range takes the other half (can be the caster).
Immune to Blinded, Charmed, Deafened. Cover doesn't grant bonuses to defense nor does it allow to Hide.
It can't detect anything but magic imprints beyond Reach 20.
- •Magicide Claws (2x).
(Reach 1) 2d8 piercing; on hit: the target loses 1M and if they can't lose Mana, they take 5 additional necrotic damage per point missing. On crit: they lose 2M.
- •Psychic Screech (1 use).
(Reach 1) 5d8 psychic, can't be Defended. If the target is an arcane user, DC 16 KEY or they can't cast spells until the end of their next turn.
Non-magical range attacks against the Beetle fail on a 1-3. Magical range attacks are reflected onto the attacker if they rolled a 1. Ignore if the attack is AoE 3 at least.
- Stomp (2x).
2d6+10. If the Beetle moved 6sq before the attack, each die can crit.
Attacks against the Lord fail on a 1-3 on the PD. Negated when Speed = 0.
Any creature within Reach 2 of him take 5 poison damage once per round.
The Lord and his Mage Hunters share their vision.
- •Droning Assault.
(Arc 6) 2d8+5 poison to all creatures on the way. On damage: DC 16 WIL or Dazed. Then the Lord appears at the end of the Arc.
- •Sand and Sting.
(Blast 3) 5d8+5 fire, the area now provides Cover for the Lord and his Mage Hunters. (1/turn) Other creatures who walk through or end their turn in the area take 5 fire and 5 poison.
Extinguish a Sandblast area with a Wind or Earth Tiered spell.
- •Sic 'Em, Girls!
Move 6, then a Mage Hunter takes a turn.
At 175 HP, the Lord loses patience: all creatures of his choice make a DC 16 WIL save or are Frightened. While Frightened this way, they are vulnerable to fire and poison damage. The Lord then gains Blessing of Borys: he gains Flying, can't be Assessed or Helped against and his attacks can't be Interposed.
The Lord is outmatched! 130 extra damage and you will end this implacable foe. Until then, after each hero's turn, two Mage Hunters take a turn. 3 Mage Hunters appear at any credible spot at Range 12 from the Lord and each other.
A legendary Templar acting on his own authority, very few have seen under his wrappings and lived to tell what is the true origin of the Lord of Flies... [Bloodied, his scream feels unnatural and with DC 18 Perception, one could say it resembles a bit the Dragon's. Last Stand, his wrappings are damaged and fall off and his scaled body, that of a dragonblood human, is revealed.]
Your attacks get: "On Hit: Frightened for 2 actions"
- •Claw.
Move 8, then 1d10+10
- •Suplex.
1d12+10 to two targets. On hit: Prone
- •Radiation Ray (1 time).
Attacks a 2 square wide by 2 square tall by 25 square long line. 2d6+10, DC 17 dexterity save for half.
You are Bloodied! You immediately use Radiation Ray whenever a hero suffers a wound, avoiding any dying heroes.
You're almost dead! 150 more damage and you're done! You can move 8 before you Suplex.
Totally not a death claw.
Fall Prone when you miss.
- •Wave of Booze.
2d10 to all within Cone: 8. On damage: DC 18 STR Save or Drunk until healed or you miss.
- •SMASH.
Move 8, then 1d20+12. Misses on a 1, 2, or 3.
You are Bloodied! From now on, your attacks deal an extra dice of damage.
170 HP and you're done! You now act after each hero's turn.
A giant turtle with a shell containing a stretch of land with a spring of booze on its back. Think like a Torterra but it's back is a quarter of an acre.
Fall Prone when you miss.
When you fall Prone, you immediately use Wave of Booze with Burst: 2.
- •Wave of Booze.
2d10 to all within Cone: 8. On damage: DC 18 STR Save or Tipsy.
- •SMASH.
Move 10, then 1d20+12. Misses on a 1 or 2. On hit: Tipsy
- •Booze Pulse.
Move 8, 1d6+16 (Range: 12). On hit: Tipsy
- •Bad Breath.
Move 2, then 1d4+10 to all within a 5 by 5 by 5 square originating from your mouth. On hit: Tipsy
You are Bloodied! Immediately use Wave Of Booze, but Burst 8 instead of Cone 8, then fall Prone.
170 HP and you're done! You now act after each hero's turn.
A giant turtle with a shell containing a stretch of land with a spring of booze on its back. Think like a Torterra but it's back is a quarter of an acre.
Tipsy: Deal +1 damage but fall Prone when you miss. Can stack to deal more damage.
Revised