Monstery Monday Week 78 - Otherworldly

Monster Monday is a nimble design challenge with shifting themes. Check out the nimble discord to participate!

Lvl 1/4 small astral sea pirate - Ranged
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

  • Shoot.

    (Range 12) 1d4 (follows minion rules).

remixed from Astral Pirate Grunt
Lvl 1/2 astral sea pirate - Ranged
12
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

  • Heavy Pistol.

    (Range 12) 1d4+1.

Lvl 1/2 aberration (shardling)
18
Aspect : None.

This shardling is nothing special, yet.

  • Claw.
Aspect : None.

This shardling is nothing special, yet.

  • Claw.

    1d6 (follow minion rules)

30
Eye See You.

Cannot be blinded. Visible creatures cannot hide from the Cloud.

Cumulus Form.

Can move through any barrier that is not airtight.

Seeing the cloud is unnerving enough, being seen by it is terrifying.

Lvl 1 aberration (shardling)
21
Aspect : Skin.

Add +1 to Assess DC against shardlings as long as this is alive.

  • Confusing strike.
Lvl 1 astral sea pirate - Ranged
22
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Choose one.
  • Heavy Pistol (2x).

    (Range 12) 1d4+2.

  • Grafted Blade..
remixed from Astral Pirate Grunt
Lvl 1 aberration (shardling)
26
Aspect : Tendons.

Shardlings’ attacks don’t miss on a 1 as long as this is alive.

  • (2×) Precise stabbing.
Lvl 1 aberration (shardling)
28
Aspect : Eyes.

Heroes have disadvantage on their Stealth check as long as this is alive.

  • (2×) Sharp claws.
Lvl 2 astral sea pirate - Ranged
M33
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Reverse Engineering.

Vulnerable to the damage type of Heavy Pistol.

Choose one.
  • Heavy Pistol (2x).

    (Range 12) 2d4+2 Fire.

  • Grafted Blade..
remixed from Astral Pirate
Lvl 2 aberration (shardling)
Aspect : Saliva.

Shardlings' attacks have Reach 4 as long as this is alive.

  • Sticky belching.

    (Reach 4) 2d6+4. On damage, Slowed.

Lvl 2 astral sea pirate - Ranged
M33
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Reverse Engineering.

Vulnerable to the damage type of Heavy Pistol.

Choose one.
  • Heavy Pistol (2x).

    (Range 12) 1d4+2 Cold, Slowed.

  • Grafted Blade..
Lvl 2 aberration (shardling)
834
Aspect : Wings.

All shardlings have a Fly speed of 8 as long as this is alive.

  • Rending claw.
Lvl 2 astral sea pirate - Ranged
M33
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Reverse Engineering.

Vulnerable to the damage type of Heavy Pistol.

Choose one.
  • Heavy Pistol (2x).

    (Range 12) 1d4+2 Thunder, Dazed.

  • Grafted Blade..
Lvl 2 astral sea pirate - Ranged
M33
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Reverse Engineering.

Vulnerable to the damage type of Heavy Pistol.

Choose one.
  • Heavy Pistol (2x).

    (Range 12) 1d4+2 Electric, Knockback 1.

  • Grafted Blade..
Lvl 3 aberration (shardling)
M28
Aspect : Bones.

Shardlings can't be critted as long as this is alive.

  • Scythe claw.
Level 3 Solo Gargantuan Creature Fusion Experiment
M30/hero
STR+
Acidic Blood.

When damaged, all within Reach 2 take 1d6 Acid.

Choose one.
  • Hook Claw.

    (Reach 4) 1d6+4, Pull or Knockback 2.

  • Sputum Glob.

    (Range 8) 1d6+4 Acid.

  • Acid Spray (1/Round).

    (Cone 6) DC11 DEX save or 2d6+8 Acid.

BLOODIED:

The Experiment begins to call in swarms of Parasites in its distress. Summon 1d6 Parasite minions (size: d6), using the result to determine which of the six vents they arrive from (or roll a d4 if using cardinal directions for placement for the vents).

LAST STAND:

The Experiment is dying! 30 more damage and the Experiment dies. Until then, summon Parasites each Turn.

Erratic Shield. A double layered shield with gaps surrounds the Experiment. For simplicity, use 6 panels for the shield that surrounds the Experiment, though a number of panels that equals a die size can work (my setup uses a d10 for 10 panels). Each Turn, roll 1d6 (for 6 panels) twice. Starting from the Northmost panel, the panels that match the results are the gaps where the Experiment can be targeted (and vice versa for the Experiment to target Heroes). On twin results, the shields stop rotating and stay open for the rest of the "Round" instead of rolling. Due to the concept of Rounds being used with this monster, it is recommended that once the players choose an order to go in, it should be maintained.

Reactor Pit The Experiment resides in the center of a cylindrical shield, and the floor of the area is 2 spaces lower than the platforms that the players walk on. The floor is also only one space wider than the Experiment, so any Creature that gets inside the shield will be in Melee of it. If Hook pulls the Hero beyond the edge of the shield cylinder, they take 1d6 Falling damage and are inside the shield with the Experiment. A Hero inside the shield is no longer blocked by the shield, and vice versa, so they are free to attack each other. While the Hero would get extra damage, any Hero that is isolated inside would be at a serious disadvantage by being the primary target of the Experiments attacks. However, if the Heroes all charge inside, the Experiment would use Hook to throw them back out, one at a time.

Lvl 3 astral sea pirate - Ranged
M835
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Experimental Jetpack.

Vulnerable to Fire. When it takes Radiant damage, it also takes +5 Fire damage (ignoring Armor).

Choose one.
  • Heavy Pistol (3x)..

    (Range 12) 1d4+2.

  • Homing Missile (2x).

    (Range 6) 3d4, any die is Primary.

  • Sacrifice Strike.

    (HP <6) Fly 8, then Explode. (Reach 3, AoE) DC12 DEX save or 3d4+10 Thunder. The Aerotrooper also takes this damage.

remixed from Astral Pirate
Lvl 4 astral sea pirate - Ranged
M35
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Boost Jump.

Can replace Move 6 with Jump 8.

Shields*.

Replace Medium armor with 20 HP Shielding that recovers 5 HP at the beginning of each Turn it starts undamaged from the previous.

Choose one.
  • Grafted Rifle.

    (Range 12) 4d4+10.

  • Grafted Blade (2x)..
  • EMP Grenade.

    (Range 8, 2x2 Area) 3d4 Lightning. On Damage: Shuts down the regen of their Shields* for one extra Round.

*Shields. An armor feature that is part of my future Astral Space setting that I may eventually get to. Ignore this if using base Nimble.

remixed from Astral Pirate
Lvl 5 large astral sea pirate - Melee
M45
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Rebounding Damage.

When a Phlogiston Shot is Defended and causes 0 damage, the attack rebounds against the Berserker.

Indiscriminate Tosser.

The Berserker can Grapple one Astral Sea Pirate for free each Turn.

Choose one.
  • Claw Strike (2x)..

    On Damage: Grappled.

  • Grab n Throw.

    (Range 4, 2x2 Area) Toss Grappled Creatures into the area. DC13 DEX save or 1d4+10 per Creature thrown. The tossed Creature also takes this damage.

  • Phlogiston Shot.

    (Range 6) 1d4+20 Radiant.

remixed from Astral Pirate Elite
Lvl 5 large
668
Unexpected Form.

Heroes seeing a Real Bug-Bear for the first time roll initiative with disadvantage

Choose one.
  • Wing Blast. + 4 bludgeoning.

    On Damage. knockback 4 and Fly 4.

  • Bite and Shake. + 2 Piercing.

    On Hit 1d20 + 2 bludgeoning.

The iridescent wings resemble a massive ladybug, the roaring tooth filled face does not.

Lvl 5 aberration (shardling)
433
Aspect : Synapses.

Shardling attacks deals psychic damage (ignoring armor) as long as this is alive.

  • Fraying sanity.

    (Reach 4) 2d4+6 psychic damage (ignoring armor). On damage, Dazed.

Lvl 7 large astral sea pirate - Melee
H35
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Energy Siphon System.

Vulnerable to Thunder. Whenever it is hit by damage types other than Thunder or mundane, it gains Energized.

Energized.

This is a stackable condition up to a max of 3 times. It is used for Plasma Cannon.

Choose one.
  • Grafted Blade (2x).
  • Wave Generator.

    (Reach 4, AoE) DC13 STR save or 2d4+20 Thunder, half on save. On Damage: Knockback 2.

  • Plasma Cannon.

    (Energized 3, Range 8) d44 Fire.

remixed from Astral Pirate
Level 7 Solo Huge Shardling Progenitor
M220
STR+ WIL+
After each hero's turn, choose one :
  • Apex strike.

    Move 6. (Reach 3) 2d6+6. On damage, Prone.

  • Eldritch pheromones.

    (1/round) Command your minions to move then attack.

  • Hive call.

    Summon 2 shardling minions / hero (size: d6). Total minions number at the same time can't exceed 2 x number of heroes. They act at the end of each round.

  • Forced adaptation (4 uses).

    A minion transforms into a type of non-minion shardling. Cost transformation LVL uses, rounded up.

BLOODIED:

At 110 HP, summon 1 Boneshell Shardling for every 2 heroes. They can interpose for the Broodlord while within Reach 2 of it.

LAST STAND:

At 0, the Broodlord is dying! 70 more damage and it dies! Summon 1 shardling minion / hero (size: d6), then loses access to Hive Call. From now on, ANY shardling within Reach 2 of the Broolord can interpose for it.

Lvl 8 huge astral sea pirate - Melee
H50
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Rebounding Shot.

When a Phlogiston Shot is Defended and causes 0 damage, the attack rebounds against the Berserker.

Choose one.
  • Claw Slash (2x).
  • Phlogiston Spray.

    (Cone 3) DC13 DEX save or 3d4+10 Radiant, half on save. On Damage: Poisoned.

  • Phlogiston Shot (2x).

    (Range 6) 1d4+10 Radiant.

Lvl 9 large astral sea pirate - Melee
H45
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Phlogiston Regenerator.

Does not die at 0 HP. Only a crit while at 0 HP can kill it.

Choose one.
  • Reinforced Claws (2x).
  • Wave Generator.

    (Reach 4, AoE) DC13 STR save or 2d4+20 Thunder, half on save. On Damage: Knockback 2.

  • Plasma Launcher (2x).

    (Range 6) 1d4+10 Fire.

remixed from Astral Pirate Elite
Exquisite Suffering.

When crit, strike back for half damage and gain advantage on your next attack.

  • Chains of Torment.

    (Reach 3) 2d4+25. On crit: Ecstatic (healing ends). OR:

  • Pillar of Pain.

    (Range 10) Summon a 1x1 pillar enwreathed in chains. All adjacent heroes take 1d4+15 and are Restrained for 1 round (bludgeoning damage ends).

Ecstatic. +2 Speed. Cannot Defend and must Interpose.

The Scarlet Link are an order beholden to an extradimensional plane, another world. Those who are brought into the order find themselves at the height of sensation, any and all. The lines become blurred at that point- life and death, pain and fulfillment.

Lvl 11 extraterrestrial - Ambusher
M1120
Animated Objects: Ambusher.

Always start first and heroes roll Initiative with disadvantage.

Corpse Lure.

Can use the body of a medium or smaller creature as a puppet to lure in predators. May use items of value to heroes as a lure instead.

Seed Sickness.

A creature that consumes the body of a lure must pass a DC 14 STR save or will die in three days as a Wolf In Sheep's Clothing bursts from their gut if the seed is not removed.

Choose one.
  • Tendrils (Minions)..

    Summon 1/Hero. On Damage Grappled. Tendrils may not move more than 3 squares from the stump.

  • Reel In and Bite. Piercing.

    All grappled creatures move 2 squares towards the stump before the bite.

Sitting atop a simple stump is a woodland creature seemingly oblivious to predators. In reality the creature is a crude puppet used to draw in larger animals so that the true monster can feed.

Level 12 Solo Large Astral Sea Pirate
H35/hero
STR+
Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Rally Militia.

Starts Combat with two Astral Pirate Militia minions/Hero (size: d4, Range 12).

After each Heroes turn, choose one.
  • Warp.

    Teleport 12.

  • Phlogiston Slash.

    Move 6, then 6d4+5 Radiant, Knockback 2.

  • Phlogiston Beam.

    Teleport 6, then (Line 6) DC16 DEX save or 1d4+20 Radiant.

  • Summon Commandos (1 use).

    Summon 1 Astral Pirate Commando per Hero.

BLOODIED:

Reinforcements! Summon 2/Hero Astral Pirate Militia minions and Summon Commandos recharges.

LAST STAND:

The Commander is dying! 120 more damage and it dies. Summon 4/Hero Astral Pirate Militia minions and Summon Commandos recharges.

Summoning Minions and Leveled Monsters during a Legendary monster battle: All summons take their turns at the end of initiative. (ex. Hero 1, Commander, Hero1, Commander, Hero 3, Commander, Hero 4, Commander, Summons)

Lvl 12 aberration - Melee
8120
Deep Dweller: Blind Sense.

Immune to Blinded and Invisible. Dazed when exposed to loud sounds.

Acid Blood.

Melee attackers take half the HP lost in return as acid damage (ignores armor).

Choose one.
  • Shred (3x).
  • Impale.

    (Reach: 3) d44+10. On damage: Grappled (escape DC 15).

  • Devour.

    (hampered targets only) 2 wounds.

A lethal killer from another world: Tall slender with a sharp bladed tail.

[Fanart]Ulitharid
Level 25 Solo Gargantuan Fish Avatar
650
ALL+
Inpercievable Shield.

You have heavy armor against nonphysical damage and cannot be crit by nonphysical damage.

Reality Warping.

Everything within Reach: 3 is difficult terrain and any creature that starts its turn within Reach: 3 takes 12d6 damage.

Choose one.
  • Maddening Attention.

    Teleport up to 12, then a creature within Reach: 12 makes a DC 22 WIL save or they cannot move until the end of their next turn.

  • Consume.

    5d20. On hit: Suffer one 1 wound.

BLOODIED:

The Elder God is Bloodied. It is unconcerned.

LAST STAND:

The Elder God is close to dying. 250 more damage and it will sink back below the seas. It does not care.

Common Ranged

Range 12, 3d6 Force Damage. May roll 1d6, crit does not explode, Dazed instead.

Uncommon Potion

No one knows what it is or does, only that it costs 10 monies.

Tastes of rich chocolate.