Monstery Monday Week 56 - Flashback
Monstery Monday is a nimble design challenge with shifting themes. Check out the nimble discord to participate!
Upon death, (Burst 2) 2d10 necrotic.
- Shadow Strike (2x).
1d10 necrotic.

Heavy armor. When crit by a melee weapon the weapon gets stuck in the Trolls body (DC 11 STR or DEX save to pull free). Taking fire or radiant damage supresses Thick black Troll Blood for 1 turn.
Your attacks can't miss bloodied enemies.
- •Raking Claw.
Move 6, then strike for 2d4+5. On Damage: Grappled (escape DC 11).
- •X-Mess.
(a grappled target) rip and tear with both claws to deal 1 Wound, then throw them up to 5 spaces. (They take 12 dmg).
- •Ho Ho Ho (1 Use).
(enemies within reach 10) DC 11 WIL or 2d4+10 psychic, half on save.
At 30 HP Ho Ho Ho recharges.
Zantar is dying! 20 more damage and he dies. Until then only fire, radiant or crits can harm him.
A brutish figure in a thick coat stands before you in the snow. The coat is red and dripping..
Advantage against naughty creatures.
A creature is naughty if it has commited a bad deed this year (lied for personal gain, harmed innocents, stole something etc.).
- •Supersonic Punch.
Teleport 6, then 2d6. On Crit: Dazed.
- •Heavy Sack.
2d6+10. On hit: Knockback primary die spaces.
- •Coal Toss.
(reach: 6) 2d6 damage against all naughty creatures within reach (can't be defended).
At 60 HP Krampus is summoned. Krampus can't be damaged and follows one naughty hero each round. The first time each turn that hero attacks, Krampus deals 10 dmg to them.
Santa is dying. 50 more damage and he dies. Until then everyone is on the naughty list.
Made by SanityWithIn for Monstery Monday Week 56: Flashback.
When a creature moves within Reach, you may attack. This attack crits.
- •Siren's Call.1d4 (Range: 12).
On hit: DC 13 WIL save or move 8 towards you and Charmed.
- •Ship-Rending Claws.1d12+12.
Vicious against Charmed
Obviously let your players automatically save against Siren's Call if they stuff their ears with beeswax or are otherwise deafened.
Whenever Phaidon moves, he creates a where he stood.
When affected by a Condition, Phaidon can destroy a Shadow Duplicate to cancel it.
- •Spirit Battering.
Move 6, then (Range 12) 1d10+6 bludgeoning, twice. On damage: Push 3 sq in any chosen direction.
- •Bow to Authority.
(If no foe is Dominated) Choose half the conscious foes at Reach 12: 2d10 psychic damage then DC 15 WIL or Dominated.
- •Mind Leap.
Teleport 12. Command all shadow duplicates to take a turn.
At 130 HP, Phaidon gains Dark Bargain: when a Dominated person attacks their ally, a Shadow Duplicate is created behind them; also, your Shadow Duplicates can Interpose by swapping places with Phaidon at Reach 4.
Phaidon is on the ropes! 80 extra damage and he will bleed out. Dominated no longer ends on taking damage, and every hero makes a DC 15 WIL or becomes Dominated.