Monstery Monday Submissions
A collection of all the Minion; Monsters, Legendary Monsters, Companions, Items, and more I've submitted for Monstery Monday!
Multiple Beastzealots may grapple the same creature. If >=2 Beastzealots are grappling a creature, it becomes Incapacitated, and becomes a Ritual Sacrifice. Sacrifices have a Sacrifice Clock of 10+(2xKEY), Beastzealots may use their Ritual Knife to decrease this clock on their turn if grappling a sacrifice.
Once a Sacrifice Clock reaches 0: the Ritual Sacrifice gains a wound, grappled Beastzealots are thrown back STR spaces from the sacrifice, and are summoned (1d4).
- 1: 4
- 2: 3
- 3: 2
- 4: 1
- •Ritual Knife.1d4+2.
On hit: Grappled.
- •Cowardly Warp.
Teleport 8, MUST move away from hostiles.
Beastzealots should naturally come with a few Antherion allies, they aren't incredibly strong on their own after all.
Reach attacks decrease a target's next multiple dice roll by 1 dice (2d4 » 1d4). Doesn't stack.
Whenever a Ratman is Forcibly Moved/pushed or becomes Bloodied, Move 8 without provoking Opportunity Attack.
- •Stone Tail Sling.(2x) 2d4+4 (Range 8).
Vicious.
- •I Claw Your Face!(2x) 1d4+2.
On hit: Move 8 without provoking Opportunity Attack.
Any creature your size or smaller within your path of forced movement is Riding you. Damage taken from forced movement is transferred to Riding creatures, or otherwise has no effect. This damage is halved if the creature is one size smaller than you or larger.
Movement from your actions are considered forced movement.
Creatures Riding you cannot take Reactions or willingly dismount you.
Creatures can make a DC 12 STR Save to dismount you at the beginning of their turn.
No more than one creature your size or smaller can be Riding you.
Fire (I), Lightning (V), Necrotic (V), Slashing (I)
Piercing damage is reflected.
- •Lanceshell.1d12+4.
On hit: Creatures Riding you take half damage.
- •Aquatic Joust (1/Round).4d4+4.
Swim 10, each d4 may target creatures within your path of movement, damage modifier is applied to each hit target.
Reach attacks decrease a target's next multiple dice roll by 1 dice (2d4 » 1d4). Doesn't stack.
(1/Round) Wolfwere may Help allies within Reach 2, if it can be reasonably explained.
- •Wolfstrike.(4x) 1d4+1.
Attack any number of creatures within Reach 1. On hit: target is pushed back 1 space.
- •Bolstering Howl.(Range 8).
Allies' next attack gains another damage dice.
Any creature your size or smaller within your path of forced movement is Riding you. Damage taken from forced movement is transferred to Riding creatures, or otherwise has no effect. This damage is halved if the creature is one size smaller than you or larger.
Movement from your actions are considered forced movement.
Fire (I), Lightning (V), Necrotic (V), Poison (I), Slashing (I)
- •Waterjet.2d10+4 (Range 12).
On crit: Poisoned. You swim 3 spaces in the opposite direction of this attack's target.
- •Aquatic Blast.3d8+3 (Range 3).
Each d8 may target creatures adjacent to each other within Range, damage modifier is applied to each hit target. You swim 6 spaces in the opposite direction of this attack's centermost target.
Reach attacks decrease a target's next multiple dice roll by 1 dice (2d4 » 1d4). Doesn't stack.
(1/Round) Opportunity Attack: Any creature that moves within 8 spaces may be charged at (Line 8), taking a Tusk Swing + 4 damage per unmoved extra space. All creatures in the way are push aside and take 4 damage.
- •Tusk Swing.2d10+6
- •Parry Away.(2x) 1d8 (Reach 2).
On hit: Target cannot target attacking Boarwere with a Reach attack on their next turn.
Reach attacks decrease a target's next multiple dice roll by 1 dice (2d4 » 1d4). Doesn't stack.
(1/Round) Interpose for an ally. Attackers Interposed against become Frightened.
Creatures Frightened by this Bearwere cannot willingly move away from it.
- •Frontclaw.4d8.
Advantage on Frightened creatures. All instances of Advantage are converted into an Incremented damage dice (1 Advantage = 4d8 » 4d10, etc.).
- •Backpaw.1d10+2.
On hit: +1 use of Imposing Figure this round. On crit: the next use of Imposing Figure causes Incapacitated instead of Frightened.
A Small/Tiny creature may use this to mount a unit. They are considered to be Riding it. Their turn in combat comes immediately after Baobao, and they gain +2 speed along with any type of movement Baobao currently has.
This saddle is designed for particularly short and stout Dwarves (Dwarf Dwarf) to mount a SBA-2 "Baobao" unit into combat or an excavation worksite. It's more often used for goofing off during work hours and having oversized Dwarves break their assigned SBA-2 units.
Attacks that miss Eliza are rolled again and redirected to any adjacent creature of her choosing.
The party may use any item in Eliza's cart/on her person during combat, with gp being exchanged after combat is over/during a Field or Safe Rest, or the item being returned with a usage fee.
Eliza or a party member can move her cart as if they were Slowed, the cart provides Cover.
- •Cat's Claw.
On hit: Eliza scurries her Speed away from the target and towards Cover.
- •Healing Potion!
Eliza has (LVL/Safe Rest) Healing Potions. Eliza will charge the party +25gp per Potion starting at 0gp, price resets after a Safe Rest.
Becomes Greater Healing Potions (3d6+6, +25gp » +50gp) at >=LVL 10.
Also try Healing Potion alternatives!
When Eliza drops to 0 HP, she panics! Eliza immediately drinks a potent Healing Potion (max Healing) and runs away, she tries to find Cover or Full Cover until combat ends.
Eliza Pennygleam is a foreign Folk to the Humblewood, a "Moon Eluran." She and many other foreign merchants have become more and more common during the trying times of bandits and flames, as with danger comes demand and thus: profit. Eliza enlists the help of the party in getting to Alderheart, the capital of Humblewood, so she may sell her goods.
An ally may spend an action to kick Baobao, 1d6 Bludgeoning (Range 12). Baobao may use Heat Spike as a reaction, target is considered Distracted.
Baobao emits light up to 6 spaces away and acts as a torch/lantern.
Baobao gains a Climbing speed this encounter. At LVL 5: Baobao may instead gain a Swimming speed. At 10: Burrowing. At 15: Flying. At 20: Teleporting.
- •Heat Spike.
+LVL damage when hitting a Distracted target. On crit: Baobao moves it's speed.
- •Flash Beacon (1/Encounter).
All creatures within Reach 6 are Blinded.
When Baobao drops to 0 HP, it enters escape mode! It immediately uses Flash Beacon for free and then moves 10–ignoring Hampered–towards allies (preferably an Engineer/Artificer/Craftsman).
Modelled after the "Huoshu" or "Fire Mouse" of foreign lands, SBA-2 (Spherical Beacon Automaton) was designed to accompany Dwarven miners into caves, acting as a beacon and scout. It's simple construction–being merely a sphere with a pop-out head and tail–makes these automaton cheap to produce. Unfortunately Dwarves (and others) have a habit of kicking them like a soccer ball...
Riding them is possible with the .