Monstery Monday Week 82 - Teamwork

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

Swarm of Centipedes
Lvl 4 small
49
Swarm!

Can inhabit the same space as other swarms. When attacking, deal 1d8 extra damage per other creature with Swarm! in your space.

Scatter!

When your space is hit with an area attack, immediately move 1d4.

  • Bite.
Level 12 Legendary Hunter & His Cougar
LEGENDARY DUO.

After each hero's turn, choose the Cinderlander or Neverfar to act.

The Cinderlander
60/heroSTR+ DEX+
Hidden Trap.

(3 uses) When an enemy would move adjacent to you, move them back 1 space, Restrain them (escape DC 16) and deal 2d10+8 damage.

  • Vindicator (2x).

    Move 6, then 2d10+10 (Range 12).

  • Handaxe (2x).

    Move 6, then 2d4+6. On crit: Invisible until his next attack.

Neverfar
50/heroDEX++
Evasion.

If an attack against Neverfar misses, the attackers next attack is at disadvantage.

  • Pouncing Strike.

    Move 10, then 2d12+10.

BLOODIED:

When the Cinderlander is bloodied, he and Neverfar become Invisible until their next attack. If either of their next attacks hit, they crit.

LAST STAND:

When The Cinderlander or Neverfar dies, the living member goes into a rage and has advantage on all their attacks.

Level 12 Huge Frost Giant and her Large Frost Wolves
Legendary Team.

After each Hero's Turn, choose one of Wystra's OR the wolves' actions.

Wystra
Huge
M40/heroDEX/WIL++
Exploding Frost.

When she defeats a Hampered enemy, Creatures in Reach 3 of them must make a DC14 DEX save or take 2d6+10 Cold and become Restrained (Escape DC14), half damage only on save.

Antifreeze Magic.

Immune to Cold. When Slowed, instead of halved, her Move is doubled.

  • Frost Axe.

    Move 8, then 2d6+10 (or VS Hampered: 2d6+30).

  • Chilling Gust.

    Move 4, then (Line 8) DC14 STR save or 1d6+20 Cold and Slowed, half damage only on save.

  • Death Glare (1/Round).

    (Range 8) DC14 WIL save or +1 Wound and Frightened.

Frost Wolves
Large
50
Wolf Wrangler.

Wystra commands 1/Hero Frost Wolves. Each wolf can only attack once per Round.

  • Frostbite.

    Up to 2 wolves Move 8, then 1d6+5 Cold. On Damage: Prone.

  • Pack Attack (1/Round).

    (A Creature in melee of at least 2 wolves) DC14 STR save or 2d6+5 Cold per wolf, half on save. On Damage: Prone.

BLOODIED:

Cryostasis: When Wystra is Bloodied, she gains Heavy Armor by becoming covered in thick ice. She has Speed 0, but has Resistance to all remaining damage types except Fire. After each Hero Turn that she takes no damage, she regains 10 HP. Wystra can't use Frost Axe while in this form.

LAST STAND:

The ice shield and any remaining Frost Wolves shatter and give Wystra a final surge! 120 more damage and she dies. Until then, she loses Cryostasis and her wolves, but all DCs become 18 and all Actions gain +4 Move.

"Some call her the Red-Eyed Witch, and others the Witch of Winter. Few survive long enough to call her both." - Ralph Ignatius Peterson.

Notes:

  • Wystra's On Kill/Defeat effect with Exploding Frost (intended to trigger with Frost Axe) is more reliable/dramatic when there are NPC's friendly with the Heroes involved. The intended scenario/play pattern is for the first (or first part of the) fight happens when the Heroes are with a bunch of regular NPCs (such as townsfolk or simple hunters, likely no higher than level 3 or 5). Once the Heroes realize that Wystra is extremely deadly against NPCs (resulting in collateral damage), the Heroes should draw her away from the crowds to fight against just the party. This can either be the same fight or two separate fights (fight in town, then seek out and fight her in her lair/out in the wild).
Berserker Savage Arsenal

(1/ encounter) Action. Pick up an ally that is smaller than you and throw them 2 + STR spaces. The ally may make one melee attack for free against an enemy in range of their landing zone. Add your fury dice to the damage of the attack. (4+ STR required)

"OK, then, just like we did in the Danger Room!"

Uncommon
Leg Restraints

A five foot length of enchanted chain connects two iron ankle shackles. If two creatures are connected via the shackles any damage dealt to either is split evenly between both. Breaking any part of the shackles without using an enchanted key will lead to an explosion dealing d66 damage to all creatures in a 10ft diameter area.

A favorite tool of drill sergeant and school teachers who want to teach a painful object lesson in teamwork. Used by prison wardens as a form of punishment.

Rare
Enchanted Dagger

1d4 piercing or slashing (1/ encounter) on crit. Smoldering.

"You set em up, I'll knock em down, just like last time?"

"Or... you could let me get out of the way first!"

Awakened Shrub
4/LVLWIL+
Tiny Shroomling Adventuring Companion, Shepherd
Companion.

Can Interpose for friends. Grant allies you Interpose for 4 HP.

Each turn, Move 6 then choose 1:
  • Green Spores!

    On Hit: Dazed

  • Red Spores:.

    Healing to an Ally.

  • Spider Bite (Thread).
Dying:

Purple Spores! (1/encounter) When they drop to 0 HP, (Reach 8, AoE) 5d4+LVL, Poisoned.

WOUNDS:

A walking mushroom and its pet spider, Thread.