Monstery Monday Week 52 - Savannah

Monstery Monday is a nimble design challenge with shifting themes. Check out the nimble discord to participate!

Lvl 7 huge elemental - Summoner
88
Environmental Affinity.

Attacks against creatures in grass as tall as they are have advantage.

Master of the Savannah.

Your allies within Reach: 12 have your Environmental Affinity ability (it stacks)

Choose one.
  • Slam..

    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.

remixed from Living Baobab
Lvl 1 tiny ent - Melee
H20
Peeling Grass.

Damage degrades armor to None.

Environmental Affinity.

Attacks against creatures in grass as tall as they are have advantage.

Choose one.
  • Slam (x2)..

    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!

remixed from Living Baobab
Lvl 1/2 tiny
12
Hive teamwork.

Advantage against smoldering targets

  • Mandible..

    grapples on crit

Hive teamwork.

Crits are enabled against grappled targets

  • Spit fire. ..

    fire damage, range 6, crit smolders

Lvl 5 large ent - Defender
H46
Peeling Bark.

Damage degrades armor one step.

Environmental Affinity.

Attacks against creatures in grass as tall as they are have advantage.

Choose one.
  • Slam (x2)..

    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).

Lvl 7 Defender
81
Cold-Blooded Creatures: Ectotherm.

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.

Grass Basker.

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. (Range: 10).

    On hit: Taunted for 1 round. Then:

  • Bite..

    On hit: Grappled (Escape DC: 13).

Lvl 4 Striker
30
Cold-Blooded Creatures: Ectotherm.

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.

Grasslands Creature.

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..

    On damage: Move 4.

remixed from Lizard-Lion Alpha
Lvl 5
58
Just keep digging.

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 Creature.

Sand Worms can only move in sand or other loose ground.

Choose one.
  • Acid Spit..

    Range: 8. On hit: Poisoned until healed (healing ends).

  • Bite (2x).