When an enemy fails a roll, they are Shamed. Attacks on Shamed creatures have Vicious 1.
- •Painful Chord.1d4+6 piercing,.
on crit: DIS on attacks for the next turn.
- •Modulation.1/ENC,.
give an ally and himself one extra damage die for all Actions. Ends if unconscious.
Made for Monster Monday Week 41: Celebration!
Cold (V)
Indistinguishable from a normal cactus until it moves.
- •Slam.2d6+10 bludgeoning.
- •Needles (1 Use).
(Reach: cone 4) 4d6+10 piercing or half on DC 12 DEX save.
Made by SanityWithIn for Monster Monday Week 18: Plant.
Fire (V)
Indistinguishable from a normal palm tree until it moves.
Drops a coconut on adjacent enemies when hit (1d6+3).
- •Coconut.(Reach: 6) 1d6+3 bludgeoning.
- •Slam.1d6+6 bludgeoning.
Made by SanityWithIn for Monster Monday Week 26: Island.
Fire does double damage.
- Slam (Reach 2).3d6+4 bludgeoning
An awakened tree is an ordinary tree given sentience and mobility.
On hit: knockback Primary Die spaces.
1/turn, halve damage for free. If psychic, negate entirely.
1/turn, after he hits with the Greatclub, the enemy rolls STR DC15 or:
• Venomous Bite: they become Poisoned and the next attack against them is Vicious.
• Oversized Horns: double the effect of Brute.
• Tusk Gore: crit on 5 and 6.
- •Greatclub (2x).
1d6+10 bludgeoning.
- •Homing Boulder!
(Range 16, AoE burst 1) 2d6+15 bludgeoning.
On hit: knockback Primary Die spaces.
1/turn, halve damage for free. If psychic, negate entirely.
1/turn, after the giant hits with Smash!, the enemy rolls STR DC16 or:
• Venomous Bite: they become Poisoned and the next attack against them is Vicious.
• Oversized Horns: double the effect of Brute if Move 4 before at least.
• Tusk Gore: crit on 5 and 6 and 1/2 damage on another target within Reach 2.
- •Smash!
1d6+10 bludgeoning.
- •Homing Boulder! (2 uses).
(Range 12, arc 4) 1d6+10 bludgeoning, on crit: +10 damage.
Necrotic (I), Poison (I), Fire (V)
- Binding Wraps.
(Reach: 3) 1d6 bludgeoning (can't crit). On hit: Grappled (escape DC 12 or any fire damage).
Made by SanityWithIn for Monster Monday Week 7: Desert.

The Wyvern can see without relying on physical sight. Anything not behind Total Cover (including invisible creatures) is visible to the Wyvern even when it is Blinded or in Darkness.
If the Wyvern takes Thunder damage or becomes Deafened, it is Blinded and loses Blindsight until the end of its next turn
- •Rend.1d10+2.
On damage: If target is medium or smaller, it becomes Grappled. Wyvern cannot Rend another target until this grapple ends. THEN:
- •Stinger.1d6+2.
+9 poison damage.
- •Howl.
DC12 STR save. Cone 3. Failure: 3d8 Psychic & Dazed 2. Success: Half damage.
Smaller than most of its kind, the cave wyvern usually lives deep underground. Blind, the cave wyvern relies on echolocation – and can even emit a horrible, subsonic howl that leaves its prey staggered.
Shards of Corruption - Bard's Delivery
Necrotic (I), Poison (I), Bludgeoning (V), Radiant(V).
Skip movement to gain Advantage on ranged attacks this turn.
- •Longbow.
(Range: 2-12) 1d8+3 piercing.
- •Lightning Arrow (2 Uses).
(Range: 2-12) 4d6+3 lightning.
- •Dagger.
1d4+2 piercing.
Made by SanityWithIn for Monster Monday Week 1: Undead.
(Reach: 3) At the end of your turn deal 10 necrotic to enemies within reach.
- Inflict Wounds.2d10.
necrotic.
Your attacks and attacks against you roll with advantage.
- •Help!
(if you don't have minions) Summon 2 Zealot Minions (size:d6). They act immediately.
- •Accuse.
Increase the next primary die roll against the target by 1.
Gain Reach 2 when adjacent to another Lancer.
- Spear.
1d10 piercing.
Piercing (I), Fire (V)
A swarm can occupy another creature's space and vice versa.
Transform into a Medium Scarab Swarm.
- •Thousand Bites.2d6+2 piercing against all enemies in this creatures space.
- •Devour Flesh (1 Use).
On crit: 1 wound.
Made by SanityWithIn for Monster Monday Week 7: Desert.
When an attack misses you, your next attack is a crit.
1/turn, when attacked in melee, an ally at Reach 2 Interposes. Triggers Dirty Tactics.
- •Shield Bash.
1d10+5 bludgeoning, on damage: Push 2 and Dazed.
- •Heavy Swing.
(Reach 2) 2d10+5 slashing.
- •No Quarters!
Two allies who can hear them take an action immediately.
When an attack misses you, your next attack is a crit.
1/turn, can Interpose for a Merchant. No move next turn but adds 1 die of damage to next attack.
- •Halberd Swipe.
Cone 2, 1d10+2 slashing. Can't miss.
- •Impaler.
2d10+2 slashing, OR Range 8 2d10+2 piercing. On damage: Dazed.
Immune to crits by slashing weapons. When it fails an attack, gains ADV-2 on its next attack.
Spells targeting the golem cost 2 extra Mana.
Immune to charmed or frightened conditions.
- •Psi-Empowered Slam.
(Reach 2) 3d12+10 bludgeoning, on hit Knockback 4 in any direction.
- •Mindstone Slide (1 use).
Teleport 8 to a visible space, then 3d12 psychic to all at Reach 2. Recharges when BLOODIED and LAST STAND.
- •Psionic Barb.
1d12+5 psychic (Range 8), cannot be Defended. On hit: the creature is Dazed until the end of its next turn.
At 100 HP, the Golem becomes a SPHERE. It can't use Heavy Slam, but attacks against it have DIS. After 4 hero turns, it uses its turn to move 6 in a straight line towards the nearest enemy, dealing 3d12+20 and making them Prone; then the SPHERE mode ends. That move goes through and destroys non-magical barriers.
The Golem is dying! 90 extra damage and it dies. Attacks gain a permanent ADV, it is now immune to Tier-1 and lower spells, and the SPHERE mode begins again.
[The GM should telegraph the fact that the Golem is focused on the closest target once in Sphere mode.]
Made for Monster Monday Week 39 : Imitation.
When an attack misses you, your next attack is a crit.
Reduce incoming damage by 20 and inflict 10 force. If damage is negated, triggers Dirty Tactics.
- •Psychic Scream.
(AoE burst 6) enemies roll WIL DC 13, on fail: 4d6 psychic and Frightened (end at more than 12sq or crits an ally); on success, halve damage and no condition.
- •Collect Power.
Regain 1 use of Psionic Shield. DC of Psychic Scream increases by 2.
- •Psionic Sting.
(Range 12) 2d6+5 force, on crit: Poisoned.
When crit or hit by a spell, break 1 seal. When the last seal is broken, you grow 1 size category and enemies are Frightened (DC 12 WIL save ends).
- Savage Blow.2d8+6.
(rolls with advantage if unsealed).
Made by SanityWithIn for Monster Monday Week 39: Imitation (inspired by the magic card Hired Muscle/Scarmaker).
When hit by lightning, regain 10 Hp instead.
- Enveloping Tendrils.
2d10. On damage: Restrained. If a hero ends their turn restrained, they take 5 dmg
When a shroomling is defeated, it releases deadly spores dealing 1d6 (Reach 2) damage to all heroes within reach
- Deadly Spores.
1d6 (Reach 2) to all heroes within reach.
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).
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.
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.
You can occupy enemy spaces and gain riding when you do. When riding you are immune to ranged attacks and melee attacks with a die higher than d6.
When damaged, remove one damage die, then summon 1 minion (d4) (dead when no damage dice are left).
- Gnaw.5d4.
If two or more dice show a 4, the target is Infected.
Infected. Can only gain HP by magical means. Upon whenever you would gain a wound, gain another one. infected target rises as mindless Skullbloom upon death. Take 5 (+5 per wound) radiant damage to remove this condition.
Modify by 1 the Primary die. ADV on WIL checks related to the desert.
Invisible until first attack. Can jump over obstacles.
- Claws (3x).1d6 slashing.
Modify by 1 the Primary die. ADV on WIL checks related to the desert.
At the start of its turn, target two allies at Reach 12: they can Move 4. When you suffer a condition, the nearest ally at Reach 12 mirrors it until the end of their next turn.
- •Psychic Hammer.
(Reach 8) 2d6+10 psychic. On hit: push 2, on miss: the Telepath moves 4.
- •Hone the Hunt (1 use).
(Concentration, Reach 12) Choose an ally with Genetic Memory: 1/turn, they can reroll their 1s.
Modify by 1 the Primary die. ADV on WIL checks related to the desert.
Can Grapple 3 creatures in total. While Grappling, attacks at Reach 1 also hit the Grappled creature.
- •Chatkcha Throw.
(Range 6) 2d6+5 slashing, on crit: hits a second target within 2sq.
- •Claws (2x).
1d6+8 slashing, on crit: Grapple (escape DC 13).
If you end your turn adjacent, 5 poison damage
- •Pulling vine.
(Range 8) DC 12 STR save or pulls player 6 spaces
- •Protecting vines.
Pulls 4 allied creatures 8
Often found in swamps next to: