Monstery Monday Week 53 - Arcane Tower
Monstery Monday is a nimble design challenge with shifting themes. Check out the nimble discord to participate!
A successful Arcana check (DC 5 + your level) made as 2 actions within Reach: 1 will cause you to turn coat and support whoever hacked you... At least for a while!
You are immune to psychic and poison damage, vulnerable to lightning damage, and anti magic effects destroy you completely.
You are exceptionally vulnerable to comedic deception. If you can go along with a joke... You will. As long as it's funny!
- Magic Blaster.1d4+1 (Range: 6)
Works really well as a minion.
A successful Arcana check (DC 5 + your level) made as 2 actions within Reach: 1 will cause you to turn coat and support whoever hacked you... At least for a while!
You are immune to psychic and poison damage, vulnerable to lightning damage, and anti magic effects destroy you completely.
You are exceptionally vulnerable to comedic deception. If you can go along with a joke... You will. As long as it's funny!
- •Magic Blaster.1d4+1 (Range: 6).
Then:
- •Get to Work!
Another Magical Droid within Reach: 8 makes an attack if they can hear you.
A successful Arcana check (DC 5 + your level) made as 2 actions within Reach: 1 will cause you to turn coat and support whoever hacked you... At least for a while!
You are immune to psychic and poison damage, vulnerable to lightning damage, and anti magic effects destroy you completely.
You are exceptionally vulnerable to comedic deception. If you can go along with a joke... You will. As long as it's funny!
- •Magic Blaster.2d8+6 (Range: 6)
- •Bio-gun.1d8+2.
Attacks all biological creature in a 3 square cone with psychic damage.
A successful Arcana check (DC 5 + your level) made as 2 actions within Reach: 1 will cause you to turn coat and support whoever hacked you... At least for a while!
You are immune to psychic and poison damage, vulnerable to lightning damage, and anti magic effects destroy you completely.
You are exceptionally vulnerable to comedic deception. If you can go along with a joke... You will. As long as it's funny!
When you are hit with a melee attack for the first time each round, you may make it miss.
- Lightning Sword.1d12+10.
On crit: Slowed and Charged
Their lightning sword is a two-handed blade (1 handed STR: 3) that deals 1d12 lightning damage.
If encountered in the dark, you always go first and you start the encounter with 2 × LVL temporary hit points.
At the beginning of each hero's turn, while your phylactery is in tact, gain 20 temporary hit points. If you did while your phylactery is in tact, no you don't. You wake up without any of your stuff right not to it.
- •Summon Zombies.
Summon 1 Zombie monster/hero (9d8+13) with 10 HP within Reach: 12 of you and Reach: 2 of a hero.
- •Flaming Barriers.
Create two three square by three square pyres of flame that do not spread. Any creature that starts its turn or enters within Reach: 2 of this pyre for the first time each turn takes 4d8 fire damage. It disappears when you use this ability again.
- •Icy Encasing.
Encase a 100 square square area of ground in slippery ice. Any creature that moves on the ice must make a DC 20 dex save with disadvantage or fall prone, become Slowed, and take 1d8 cold damage. It disappears when you use this ability again.
- •Unlimited Power!!!2d8+9 (Range: 4).
Attacks with advantage. On hit: deal damage to up to two other creatures in range.
- •Deadly Winds.1d44 (range: 12).
Attacks with double advantage. Also hits enemies within Reach: 2 of your target.
- •False Sacrifice.
Use Summon Zombies three times, attack one target within Range: 12 for d100 with advantage, then you die.
Has the HP of a heavy armor monster due to its healing.
Probably counts as five times hero count level 20 monsters because of the zombies it summons each round.
Has a magic staff that gives him advantage on spells, but if you don't want to give that as loot he could just be really cewl and strong. It's reflected in the stat block already.
A successful Arcana check (DC 5 + your level) made as 2 actions within Reach: 1 will cause you to turn coat and support whoever hacked you... At least for a while!
You are immune to psychic and poison damage, vulnerable to lightning damage, and anti magic effects destroy you completely.
- •Build Wall.
Magically build a wall that is 2 squares tall, 2 squares long, and half a square wide. It has 25 HP.
- •Trap Wall.
Place a trap on a wall that deals 20 piercing damage to the first creature that attacks the wall within Reach: 1.
Manufacturer's notes: Great for building your tower. Two for one special going on until next year!
A successful Arcana check (DC 5 + your level) made as 2 actions within Reach: 1 will cause you to turn coat and support whoever hacked you... At least for a while!
You are immune to psychic and poison damage, vulnerable to lightning damage, and anti magic effects destroy you completely.
When you crit, deal an extra 1d12 damage and die.
- •Acid Vial.1d12+5 (Range: 6).
Attacks a 2 by 2 square.
- •Steroids.
A creature in Reach: 1 can immediately move 3 and attack once.
Manufacturer's notes: Made for physical labor, not combat. May overheat in a fight! Can complete many simple (and some complex!) alchemist's tasks.
A successful Arcana check (DC 5 + your level) made as 2 actions within Reach: 1 will cause you to turn coat and support whoever hacked you... At least for a while!
You are immune to psychic and poison damage, vulnerable to lightning damage, and anti magic effects destroy you completely.
When you crit, deal an extra 1d12 damage and die.
- Brawl.2d12
Manufacturer's notes: Made for physical labor, not combat. May overheat in a fight!
A successful Arcana check (DC 5 + your level) made as 2 actions within Reach: 1 will cause you to turn coat and support whoever hacked you... At least for a while!
You are immune to psychic and poison damage, vulnerable to lightning damage, and anti magic effects destroy you completely.
When you crit, deal an extra 1d12 damage and die.
- •Mop.2d12+5
- •Cleaning Spray (Once).3d12.
Attacks all creatures in a 5 square cone with a poisonous gas.
Manufacturer's notes: Made for physical labor, not combat. May overheat in a fight!
A successful Arcana check (DC 5 + your level) made as 2 actions within Reach: 1 will cause you to turn coat and support whoever hacked you... At least for a while!
You are immune to psychic and poison damage, vulnerable to lightning damage, and anti magic effects destroy you completely.
At the start of your turn, shine your spotlight at a creature. If you are within Reach: 6, they have -1 to all primary die they roll.
Manufacturer's notes: Their lights might be a little too strong... Keep them at a distance.
Fire(V)
Immune to spells.
Disabled after storing 10 mana worth of spells.
- •Slam.
2d12+10. On hit: Marked by the golems master.
- •Arcane Conductor.
Redirect all spell to you until the start of your next turn.
The golem made out of pergament and scrolls is covered in arcane scripture and runes.
Loot: Spell Scrolls can be carefully carved from the golems body.