Monstery Monday Week 54 - Corruption
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On death: 5 necrotic to adjacent creatures.
- Putrid Slam.
1d8+1. On damage: poisoned (DC 10 STR save or any fire ends).
Focuses creatures holding torches or using fire.
When Crit: 5 necrotic to adjacent creatures.
- •Vine Lash.
(Line: 6) d44. On damage: restrained and poisoned (escape DC 17, or any fire ends both).
- •Spread the blight.
(If you don't have minions) Summon 4 Blighted Minions (size 1d10) from nearby corpses or plants.
Focuses creatures holding torches or using fire.
Grimm Fenrir can infect those it crits against with Grimm Virus Charge. When 5 charges are reached, the creatures make a STR Save DC 19 or be infected with the Virus. Remove all charges on a success. Creatures infected gain the following:
- Any die is able to crit, even on AOE attacks.
- Vicious on other Frenzied targets.
- They cannot be healed
- They must attack the nearest the target.
Only specific remedies or healing over 20 can cure the virus. At the end of each of the infected's turns, repeat the save to reduce 1 charge.
blind, charmed, grimm virus, frightened, stunned
Grimm Fenrir is under only the first effect of the Grimm Virus: Any die is able to crit, even on AOE attacks. Vicious on other Frenzied targets.
- •Gore.4d12+5.
(or range 8) On Crit: Infect a charge of Grimm Virus.
- •Grimm Rush (1/use).3d12.
Charge down 8 spaces. Those caught within the path make a DEX Save DC 19. On failure, full necrotic damage and a charge of Grimm Frenzy. On success: half damage, cannot be critted against it, & move away 2 spaces from the path.
The pathway moved leaves a path of the Grimm Virus. Those that step on it or end their turn there gain a Grimm Charge. Only one instance of this path can be up at once.
- •Dread Breath (1/use).8d12.
Necrotic, Cone 10, DEX Save 19. On failure: Full damage, gain a Grimm Virus Charge. On a Success: half damage, no charge gained.
The breath attack lingers in the space it was used in. Those that step on it or end their turn there gain a Grimm Charge. Only one instance of this path can be up at once.
At 187 HP, Grimm Fenrir is bloodied! The Grimm Fenrir can move 4 spaces after each attack.
Grimm Fenrir is dying! 180 more damage and they die! Grimm Virus Paths are made whenever Grimm Fenrir moves.
Grimm Fenrir is a shadow dragon, a creature said to be born deep underground that collects the dark energies of the Shadows. They are highly aggressive, territorial and elusive monsters due this shadow collection.
The Virus
The Grimm Virus is spread from the Grimm Fenrir. Both have different effects on monsters and on sentient creatures. While Sentient Creatures may experience enhanced aggression, it is possible to cure themselves of the virus.
Meanwhile, for monsters of the wild, it is harder to remove. They become increasingly aggressive and grow traits similar to the Grimm Fenrir. Coloration may darken and may huff purple smoke from their mouth, and the vocalizations becoming shrill and harsh.
Monsters can still overcome the virus and adapt to it, becoming the Apex state. If a monster gains the virus, they gain the Grimm Virus trait in the statblock, as well some other traits.
Increased Power. They have STR ++ and have +5 to their physical attacks.
Armored. They gain increased armor
Carved items & Hunter items
The Grimm Fenrir is a danger to the environment, itself, and civilization if left unchecked, as such, hunter guilds have the following made in response to tracking, maintaining, controlling the Grimm Fenrir population. Some parts harvested or carved from previous Fenrir.
Soothing Potion
Consumable, Drink to be cleansed of the Grimm Virus and immune to it for 24 hours.
Frenzy Mantle
Cloak/cape, Very Rare
Frenzy Res. You have ADV on Saves toward the Grimm Virus and being Freighted.
Evasion. When you Defend you can teleport 4 spaces.
Shadow Armor
Any Armor +3, Very Rare
This armor displaces yourself with a minor illusion. Attacks against you have DisADV. If you do take damage, this ability ends until the start of your next turn. This effect is suppressed while you are hampered.
Ripclaw.
Any Melee Weapon Upgrade
Part of the Grimm Fenrir's claws to upgrade to a weapon. Weapon gains the Viscous Weapon Property.
Nocturne Hour Staff
Legendary staff
Staff has 10 charges to power the spells within that restore 1d6+4 charges at dawn: Dread Visage (2), Greater Shadow (4), Creeping Death (7). Additional charge can be spent to make targets hit by these spells to be frightened of you. (DC: 10+KEY)
You have heavy armor against fire, lightning, cold, and nonmagical attacks.
If a hero would try to restore HP within Reach: 12, the item instead damages them the amount it would heal and they become Poisoned for 1 minute.
- Toxic Claws (x2).4d4+2 (Reach: 2).
On crit: Dazed for one turn
You have heavy armor against fire, lightning, cold, and nonmagical attacks.
While you are on the a plane of existence, if a hero would try to restore HP while on the same plane, the item instead damages them the amount it would heal and they become Poisoned until healed.
- •Toxic Whip (x2).1d4+8 (Reach: 4).
On hit: Dazed for one turn. Then:
- •Toxic Arrow.2d4+18 (Range: 8).
On crit: Prone, Slowed, and Poisoned for 1 minute
Contact with you grants the Digested condition. Your attacks deal X extra damage, where X is the number of times a creature has been Digested this encounter.
If a hero would try to use a physical item to restore HP or heal a condition within Reach: 6, the item fails to function and is lost.
- Pseudopod.1d6+X
If a hero would try to use a physical item to restore HP within Reach: 8, the item instead damages them the amount it would heal.
- Toxic Mace.4d4+4.
On crit: Poisoned for one minute

Once a someone accepts one of your offers, they cannot refuse your offers in the future.
You may interpose, then retaliate with your Dark Longsword.
- •Offer Health.
Offer to heal an enemy or a creature of the offered enemy's choice within Reach: 6 for 25 HP. If they accept, they move 6 and attack for 3d8+10.
- •Offer Strength.
Offer to increase an enemy's primary die by 2 until the end of their next turn. If they accept, they move 6 and attack for 3d8+8.
- •Offer Betrayal.
Offer to have an enemy move 6 and attack for 3d8+10.
- •Dark Longsword.1d8+10.
On crit: Blinded
This works really well as a significant NPC. If they are, I would double their HP.

Once a someone accepts one of your offers, they cannot refuse your offers in the future.
- •Offer Spirit.
Offer to heal an enemy or a creature of the offered enemy's choice within Reach: 6 for 5 Mana. If they accept, they move 6 and attack for 3d8+10.
- •Offer Defense.
Offer to increase an enemy's armor by 20 until the end of their next turn. If they accept, they move 6 and attack for 3d8+10.
- •Offer Betrayal.
Offer to have an enemy move 6 and attack for 3d8+10.
- •Dark Explosion.1d8+5 (Range: 8).
Attacks all creatures in a 2 by 2 square area.
This works really well as a significant NPC. If they are, I would double their HP.