Monstery Monday Week 47 - Spooky
Monster Monday is a nimble design challenge with shifting themes. Check out the nimble discord to participate!
Indistinguishable from a normal object until it moves.
- Wrap.1d4.
On hit: Grappled.
Made by SanityWithIn for Monstery Monday Week 47: Spooky.
If encountered in the dark, you always go first and you start the encounter with 2 × LVL temporary hit points.
You can move through solid objects as if they weren't solid, but if you end your turn in an object you are forced out of it and take 1d12 damage.
- Banshee's Wail.
Creatures within Reach: 3 must make a DC 9 constitution saving throw or suffer a wound.
The first time this dies, reset to 1 HP instead.
On death: all allies move 6, ignoring opportunity attacks.
- Irresistible Dance.
All enemies that can see it make a DC 16 WILL save. For every 5 you fail by spend 1 action dancing.
If you fail by less than five you don't spend any actions dancing, but you can feel the dance overtaking your body.
Crits create 1 Wound.
- •Rapier (2x).1d8+5.
On crit, target poisoned
- •Maddening Bolt.2d8+9.
WIL DC 12 or be Frightened until end of turn.
Treat attacks against you that roll 2 as a miss.
The first time he dies, reset to 1 HP instead. If they die again after that... They return to their lord...
Drake's mercenaries can interpose for him.
- Rapier (2x).2d8+7 .
On hit, Drake can teleport Range 3. (or Shadowblast, Range 8)
Lightning (V)
A swarm can occupy another creature's space and vice versa.
Transform into a Medium Murder of Crows.
- Ruthless Pecking.
2d4+4 piercing against all enemies in this creatures space. On crit: Blinded until healed.
Made by SanityWithIn for Monstery Monday Week 47: Spooky.
Lightning (V)
A swarm can occupy another creature's space and vice versa.
- Ruthless Pecking.
1d4+2 piercing against all enemies in this creatures space. On crit: Blinded until healed.
Made by SanityWithIn for Monstery Monday Week 47: Spooky.
Fire
Creatures within Range 1 must make a WIL DC 11 or be Frightened
- •Tanning Knife (2x).1d8+7.
Slashing. (or Web Whip, Range 6. On hit, Pull 4)
- •Web Net.
Throw a 3x3 web within Range 4. STR Save DC 13 or be restrained in web if creature's turn starts and ends in the web. Web is flammable and can burn away to fire damage.
(1/Safe Rest) If heroes call for help against specters or ghosts, in one round, 4 specter decimators will arrive as allies and leave at the end of the encounter.
Specter Decimators came prepared. Advantage against non-corporeal enemies, particularly specters and ghosts.
- •Photon Apparatus and Nucleus Wand.1d6+4.
(Lightning dmg, Range 8) Highly effective against non-corporeal enemies, especially specters and ghosts.
- •Specter Snare.
(1/Encounter) Range 2) Specter Decimator lays snare. DC 14 STR save for all non-corporeal enemies within range to escape, otherwise contained. Escape DC 20 STR save once contained.
Specter Decimators were once ordinary people until they encountered the supernatural world. Now they suit up and wield weapons of magi-science to neutralize and contain any threat from the world beyond. Who will you summon? Specter Decimators!
You have heavy armor against someone that has gotten one of your riddles wrong or failed to answer.
- Riddle Me This.
Ask a hero a riddle. They may use a reaction to answer it. If they answer incorrectly or do not answer, summon 4 Zombie Minions (d4+8) surrounding them
The Sphinx's riddles should ALL be bad, pun based dad jokes centered around spooky things.
Examples:
"Why didn't the skeleton fight the man? He had no GUTS!"
"Who did the dislexic zombie eat first? Brian."
Spythronar is immune to web's effects.
- •Crush (2x).1d8+5.
Bludgeoning. On hit, can be Grappled.
- •Lightning Surge.2d8+4 .
Lightning. Grappled targets also take this damage.
Spythronar can target the webs it makes to attack all creatures standing in the web.
- •Weave Web.
The Spythronar can weave a 3x3 web within Range 4. STR Save DC 12 or be restrained in web if creature's turn starts and ends in the web. Web is flammable and can burn away to fire damage.
When damaged, decrement the damage die then summon 1 minion. (d6 small » d4 tiny » dead).
- •Gnaw.
1d8
- •Weave Web.
Create a 2x2 Web within Range 4. STR Save DC 11 or be restrained in web if creature's turn starts and ends in the web. Web is flammable and can burn away to fire damage.
(1/Encounter Start, Range 30) DC 15 WIL save for all enemies within range. On failed save, disadvantage in all attack, might, or influence checks. On hero's turn, WIL save can be rerolled.
Stay Buff Mushmallow Man has advantage on all attacks and rolls until struck with by a magical attack.
Weak to Specter Decimators and their magi-science weapons.
- •Puffy Punch.2d8+8.
(Reach 4, knockdown) Melee attack against one enemy.
- •Mushmallow Throw!3d10+8.
(Range 20, 3x3 square) Hurls a chunk of nearby building or terrain.
A dark god created an avatar after a popular mushmallow mascot, a large puffy sumo wrestler. He hopes to strike fear into peoples' hearts using their beloved mascot against them as a titan of destruction. Not even the Specter Decimators can stop him now!
You do not act unless ordered by the Necromancer that summoned you.
- Flame Claw.1d4+4.
On crit: Smolder
The Burned are zombies created from the corpses of those burned alive.
You do not act unless ordered by the Necromancer that summoned you.
- Bludgeon.1d3+9.
Cannot crit
The Bludgeoned are victims of terrible blunt force trauma. Perhaps a building collapsed on them, they were trampled by an uncaring Noble's steed, or they were beaten to death by an angry mob.
You do not act unless ordered by the Necromancer that summoned you.
- Frozen Claw.1d4+2.
On hit: Slow
The Frozen are zombies made from the corpses of those frozen alive.
You do not act unless ordered by the Necromancer that summoned you.
- Slice.1d6+4
The Lacerated are zombies animated from victims of terrible slashing damage. Perhaps they were torn apart by a glabrezu, shred in a storm of swords, or slit their wrists.
You do not act unless ordered by the Necromancer that summoned you.
- Undead Lightning.1d4..
Range: 8. Cannot crit. Attacks one ally and one enemy.
The Smited are zombies made by those electrocuted to death.
You do not act unless ordered by the Necromancer that summoned you.
- Bone Spear.1d4+6
The Stabbed are the animated corpses of those killed by piercing attacks. They have a jagged, pointed bone Spear instead of hands and are covered in festering stab wounds.