Monstery Monday Week 77 - Silence
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Remains Riding until crit or taking fire damage.
Creatures you ride are Silenced.
- Bite.
2d4+4. On hit: Riding.
While inside this room all creatures can only speak in 1 syllable words (heroes can still use longer words to explain to the GM what they are doing in combat)
- FAIL.
If you accidentally speak a word with multiple syllables, immediately take 20 dmg.
Me sound not smart in room, me not like. Want to speak BIG words.
The Dart Bird targets based only on sounds each round. It has disadvantage attacking silent targets.
If the Keen Dart Bird cannot hear a target it will glide by slowly with its wings outstretched and sense vibrations within Reach 2 of its path. You may use a d8 to determine the direction of its flightpath.
- Darting Talons.2d12+4 slashing.
Move instantly from your perch, attack and move to a new perch.
- Anti-magic.
At the start of every round roll a d8. The spells from the rolled spell school cannot be cast within this field.
1 Fire
2 Ice
3 Lightning
4 Wind
5 Radiant
6 Necrotic
7 Earth
8 No effect
Creatures afraid of spell casters often set this up as a room inside a dungeon, or as part of the defenses inside bases of non-spellcasters.
Remixed from
Heroes can spend an extra action with each action they take to do it quietly. If they don't, you have advantage against them until the start of their next turn.
- Trample.3d8+10.
On crit: Prone
Vulnerable to Radiant. Vulnerable to all while in sunlight.
Shares the same space and evenly splits damage with its grappled target. Moves with target and maintains Grapple if forcibly moved.
Grappled creatures cannot speak or cast spells.
- •Grasp.2x 1d12 Necrotic.
On Damage. Grappled (DC 14 to escape).
- •Stifling Presence.3d8 + 10 Necrotic.
Against a grappled creature.
Dismissed as a story to keep children quiet in church. Many a victim has found these shadows all too real. Gasping their last breath while their companions continued on, oblivious.
You make no sound while moving.
While concentrating you can project the sound of footsteps to any place you can see.
Sound Absorption: 1 Action. Absorbs all sounds and silences a 3x3 area around it for 1 minute, getting charged in the process.
Sound Grenade (Charged only): 1 Action. (2x2 area in reach 6). 2d10 thunder damage, destroying the Echo Stone in the process.
May roll damage with dis/advantage when absorbing low/high amounts of sound.
Variants of higher rarity and quality can absorb sound for longer and deal more damage:
Rare: 10 minutes: 2d20
Very Rare: 30 minutes: d44
Legendary: 60 minutes: d66
Hieromancer's Binding. Lawfully cuffed targets are additionally Silenced.
Action: Strike the fork. Magic of the selected school may not be cast for until the start of your next turn.
Upon learning that each school of magic had a unique frequency the kingdom's mage slayers built a set of tuning forks that could neutralize those vibrations.
A one foot square of cloth carefully sewn from several triangles of different colors to depict an ear with a hand pressed over it
- While laid still, flat and open, it provides a magical field of silence in a 10x10 space centered on the Quilt square