Monstery Monday Week 55 - Winter
Monstery Monday is a nimble design challenge with shifting themes. Check out the nimble discord to participate!
During the spring, you gain 5 temporary hit points at the start of your turn and your attacks deal an additional 1d6 fire damage.
During the summer, you gain 10 temporary hit points at the start of your turn and your attacks deal an additional 2d6 fire damage.
During the autumn, you gain medium armor and your attacks deal an additional 1d6 cold damage.
During the winter, you gain heavy armor and your attacks deal an additional 2d6 cold damage.
- •Horn Leech.1d6.
On crit: Restore as much HP as the damage you dealt.
- •Body Slam.1d4.
Move up to 6 before attack. On crit: Dazed for 1 minute.
During the spring, you gain 5 temporary hit points at the start of your turn and your attacks deal an additional 1d6 fire damage.
During the summer, you gain 10 temporary hit points at the start of your turn and your attacks deal an additional 2d6 fire damage.
During the autumn, you gain medium armor and your attacks deal an additional 1d6 cold damage.
During the winter, you gain heavy armor and your attacks deal an additional 2d6 cold damage.
- •Horn Leech.2d8+4.
On crit: Restore as much HP as the damage you dealt.
- •Body Slam.2d8.
Move up to 6 before attack. On crit: Dazed for 1 minute.
- •Razor Leaf.1d8+7 (Range: 6).
Crits on 1, 2 or 3.
You have no armor against fire damage and can only Choose One instead of Choose Two the turn after you take fire damage.
Enemies that are Dazed lose two actions, not one.
- •Claw.2d4+2.
On crit: Slowed
- •Bite.2d8+2.
Against hampered targets, any dice rolling max is a crit.
- •Yeti's Gaze (Once).4d4+10.
(Range: 4) On hit: Dazed 2 (escape DC 13 WIL)
Vulnerable to fire damage. Resistant to cold damage. If a heat source is adjacent to you, your armor degrades to None.
On death: Split into three Snowball Golem Minions (1d4 head, 1d6 torso, 1d8 bottom.)
- Throw Snowball.
(Range 12) 2d10+10. On hit: Slowed.
When you are Bloodied, you mega evolve, allowing you to choose two, instead of choose one.
During the spring, you gain 5 temporary hit points at the start of your turn and your attacks deal an additional 1d6 fire damage.
During the summer, you gain 10 temporary hit points at the start of your turn and your attacks deal an additional 2d6 fire damage.
During the autumn, you gain medium armor and your attacks deal an additional 1d6 cold damage.
During the winter, you gain heavy armor and your attacks deal an additional 2d6 cold damage.
- •Horn Leech.4d8+10.
On crit: Restore as much HP as the damage you dealt.
- •Body Slam.4d8.
Move up to 6 before attack. On crit: Dazed for 1 minute.
- •Leaf Storm.2d8+7.
Attacks two in Reach: 4.
- •Razor Leaf.2d8+7 (Range: 8).
Crits on 1, 2, or 3.
You have no armor against fire damage and can only Choose One instead of Choose Two the turn after you take fire damage.
- •Claw.3d4+5.
On hit: Slowed
- •Bite.3d8+7.
Against hampered targets, any dice rolling max is a crit.
- •Yeti's Gaze (Recharge: 50%).8d4+10.
(Range: 6) On hit: Dazed 2 (escape DC 17 WIL)
On Hit against Bloodied creatures: Slowed.
Fire damage degrades armor one step (H>M>None).
- •Slam (x2).3d6+8.
On crit: Slowed
- •Ice Ball.7d6+4 (Range: 12)
- •Snowstorm (Once).7d6.
AoE within Reach: 8. DC 17 STR save for half damage. On fail: Restrained (escape DC 12 STR).
You have no armor against fire damage and can only Choose One instead of Choose Two the turn after you take fire damage.
- •Claw.3d4+5.
On hit: Slowed
- •Bite.3d8+7.
Against hampered targets, any dice rolling max is a crit.
- •Yeti's Gaze (Once/2 heroes).8d6+10.
(Range: 6) On hit: Dazed 3 (escape DC 17 WIL)
Round up for Yeti's Gaze