Monstery Monday Week 52 - Savannah
Monstery Monday is a nimble design challenge with shifting themes. Check out the nimble discord to participate!
Attacks against creatures in grass as tall as they are have advantage.
Your allies within Reach: 12 have your Environmental Affinity ability (it stacks)
- •Slam.1d4+20.
On crit: Summon a Termite minion (1d6)
- •Shake Loose.
Summon 7 (2d6) Termite Minions (1d6) within Reach: 1.
When summoning minions, balance is determined used the number printed, but if you wanna have more fun, roll the dice printed.
Damage degrades armor to None.
Attacks against creatures in grass as tall as they are have advantage.
- •Slam (x2).1d4+1.
On crit: Grappled
- •Rapid Growth (once).
Grass instantly grows to a height of ten feet on all soil within Reach: 3.
It may be grass, but it's still a tree. Just like palm trees!
Advantage against smoldering targets
- Mandible.1d6.
grapples on crit
Crits are enabled against grappled targets
- Spit fire. .1d4.
fire damage, range 6, crit smolders
Damage degrades armor one step.
Attacks against creatures in grass as tall as they are have advantage.
- •Slam (x2).1d4+2.
On crit: Prone
- •Branches (Once).
(Reach 2) 2d4+10 damage to all creatures within Reach. On damage: Grappled (escape DC 12 or any fire damage).
During the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
If you start your turn in grass taller than you are, you gain 7 temporary hit points. You are immune to the negative effects of tall grass.
- •Mighty Roar.1d12 (Range: 10).
On hit: Taunted for 1 round. Then:
- •Bite.2d6+4.
On hit: Grappled (Escape DC: 13).
During the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
You are immune to the negative effects of tall grass and do not provoke attacks of opportunity while in grass taller than you are.
- Bite.2d6+10.
On damage: Move 4.
Sand Worms move their full movement every turn in as straight a line as possible. They move underground and are not hindered by obstacles.
Sand Worms can only move in sand or other loose ground.
- •Acid Spit.2d8+8.
Range: 8. On hit: Poisoned until healed (healing ends).
- •Bite (2x).1d8+8