Dark sun encounters

gotta go big!

Resounding Failure.

When an enemy fails a roll, they are Shamed. Attacks on Shamed creatures have Vicious 1.

Choose one.
  • Painful Chord. 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!

Lvl 4 plant - Ambusher
60
Damage Interactions.

Cold (V)

False Appearance.

Indistinguishable from a normal cactus until it moves.

Choose one.
  • Slam. 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.

Lvl 3 large plant - Ambusher
50
Damage Interactions.

Fire (V)

False Appearance.

Indistinguishable from a normal palm tree until it moves.

Coconuts! (1/turn).

Drops a coconut on adjacent enemies when hit (1d6+3).

Choose one.
  • Coconut.(Reach: 6) bludgeoning.
  • Slam. bludgeoning.

Made by SanityWithIn for Monster Monday Week 26: Island.

Lvl 2 huge plant
534
Fire Vulnerability.

Fire does double damage.

  • Slam (Reach 2). bludgeoning

An awakened tree is an ordinary tree given sentience and mobility.

Lvl 8 huge giant
8105
Brute.

On hit: knockback Primary Die spaces.

Psionic Field.

1/turn, halve damage for free. If psychic, negate entirely.

Natural Weaponry.

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.

Choose one.
  • Greatclub (2x).

    1d6+10 bludgeoning.

  • Homing Boulder!

    (Range 16, AoE burst 1) 2d6+15 bludgeoning.

8150
Brute.

On hit: knockback Primary Die spaces.

Psionic Field.

1/turn, halve damage for free. If psychic, negate entirely.

Natural Weaponry.

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.

Choose one.
  • Smash!

    1d6+10 bludgeoning.

  • Homing Boulder! (2 uses).

    (Range 12, arc 4) 1d6+10 bludgeoning, on crit: +10 damage.

Lvl 5 undead
Damage Interactions.

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.

Lvl 1/4 small plant
  • Thorn Whip.

    1d6

Adult Red Dragon
Lvl dragon
8439
Blindsight.

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.

Echo Reliant.

If the Wyvern takes Thunder damage or becomes Deafened, it is Blinded and loses Blindsight until the end of its next turn

Choose one.
  • Rend..

    On damage: If target is medium or smaller, it becomes Grappled. Wyvern cannot Rend another target until this grapple ends. THEN:

  • Stinger..

    +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

Lvl 5 undead - elite - Ranged
M45
Damage Interactions.

Necrotic (I), Poison (I), Bludgeoning (V), Radiant(V).

Steady Aim.

Skip movement to gain Advantage on ranged attacks this turn.

Choose one.
  • 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.

Lvl 5 humanoid - Aoe
38
Spirit Guardians.

(Reach: 3) At the end of your turn deal 10 necrotic to enemies within reach.

  • Inflict Wounds..

    necrotic.

Lvl 3 humanoid - Summoner
30
Zealot: Fanatic.

Your attacks and attacks against you roll with advantage.

Choose one.
  • 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.

Lvl 1/3
Forest of Pikes.

Gain Reach 2 when adjacent to another Lancer.

  • Spear.

    1d10 piercing.

Lvl 5 large swarm of tiny beasts - brute - Aoe
H20
Damage Interactions.

Piercing (I), Fire (V)

Swarm.

A swarm can occupy another creature's space and vice versa.

On death.

Transform into a Medium Scarab Swarm.

  • Thousand Bites. 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.

Lvl 6 veteran
M50
Elite Mercenaries: Dirty Tactics.

When an attack misses you, your next attack is a crit.

Cover Me.

1/turn, when attacked in melee, an ally at Reach 2 Interposes. Triggers Dirty Tactics.

Choose twice.
  • 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.

Lvl 4 brute
65
Elite Mercenaries: Dirty Tactics.

When an attack misses you, your next attack is a crit.

Protect the Client!

1/turn, can Interpose for a Merchant. No move next turn but adds 1 die of damage to next attack.

Choose one.
  • Halberd Swipe.

    Cone 2, 1d10+2 slashing. Can't miss.

  • Impaler.

    2d10+2 slashing, OR Range 8 2d10+2 piercing. On damage: Dazed.

Level 10 Solo Large Psicraft Golem
H200
STR++ INT+ WIL+ DEX-
Mindstone Shift.

Immune to crits by slashing weapons. When it fails an attack, gains ADV-2 on its next attack.

Psicraft Shield.

Spells targeting the golem cost 2 extra Mana.

Construct.

Immune to charmed or frightened conditions.

After each hero's turn, move 3 and choose one:
  • 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.

BLOODIED:

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.

LAST STAND:

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.

Lvl 5 striker
55
Elite Mercenaries: Dirty Tactics.

When an attack misses you, your next attack is a crit.

Psionic Shield (1 use).

Reduce incoming damage by 20 and inflict 10 force. If damage is negated, triggers Dirty Tactics.

Choose one.
  • 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.

Lvl 3 humanoid - brute - Melee
40
Sealed (2).

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..

    (rolls with advantage if unsealed).

Made by SanityWithIn for Monster Monday Week 39: Imitation (inspired by the magic card Hired Muscle/Scarmaker).

Lvl 3 plant
M30
Lightning Affinity.

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

Lvl 1/2 small mushroom - Aoe
18
Death Bloom.

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.

Lvl 1/3 small lizardfolk
15
Silt Runners: Silt Run.

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).

Lvl 2 lizardfolk
1532
Silt Runners: Silt Run.

Can move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.

Tribe Control.

Can force other Silt Runners to Interpose for him. When another Silt Runner attacks during its Move, it adds 2 to the damage.

Choose one.
  • Claws.

    1d6+1 slashing, then...

  • Bite.

    1d6+6 piercing, on crit: gain half that in temp HP.

Lvl 5 small lizardfolk
1560
Silt Runners: Silt Run.

Can move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.

Choose either of the first two, then Silt Blessing.
  • 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.

Lvl 3 large plant - Summoner
6640
Envelop.

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.

Swarm.

When damaged, remove one damage die, then summon 1 minion (d4) (dead when no damage dice are left).

  • Gnaw..

    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.

Lvl 2 striker
M24
Thri-Kreen: Genetic Memory.

Modify by 1 the Primary die. ADV on WIL checks related to the desert.

Desert Scout.

Invisible until first attack. Can jump over obstacles.

  • Claws (3x). slashing.
Lvl 5 support
M750
Thri-Kreen: Genetic Memory.

Modify by 1 the Primary die. ADV on WIL checks related to the desert.

Hive Mind.

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.

Choose one.
  • 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.

Lvl 4 striker
M7735
Thri-Kreen: Genetic Memory.

Modify by 1 the Primary die. ADV on WIL checks related to the desert.

Four Armed Offense.

Can Grapple 3 creatures in total. While Grappling, attacks at Reach 1 also hit the Grappled creature.

Choose one.
  • 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).

Lvl 1 plant
25
Caustic cloud.

If you end your turn adjacent, 5 poison damage

Choose one.
  • 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: