Monstery Monday Week 60 - Sunken City
Monster Monday is a nimble design challenge with shifting themes. Check out the nimble discord to participate!
Can move 1 space every 10 minutes.
When hit, deals 1d4 piercing back.
Giant Turtle Barnacles tend to appear, seemingly from nowhere, overnight. Some large creatures find them irresistibly delicious.
Can occupy a creature's space and vice versa.
- Pinch.1d4
Can occupy a creature's space and vice versa.
- Pinch.1d6
The kuo-toa can breathe air and water.
While in sunlight, the kuo-toa has Disadvantage on ability checks and damage rolls.
The kuo-toa, on its off-turn, may disregard 1 damage roll against it and move one-half its Speed. This Bonus Action may only be used once per it's off-turn.
- Brine Slicer.2d6+2 Slashing Damage
While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
Whenever a melee attack misses the kuo-toa, DC 11 STR save or the attacker's weapon sticks to the kuo-toa's shield. Not letting it go gives Grappled.
- •Spear.1d8+1.
- •Net Throw.
(Range 3) DC 10 DEX save or become Restrained.
- Latch On.2d10+1.
On hit: Latch On. A latched-on creature moves with its target until either dies. Its attacks can't miss or be defended/interposed against. Attacks that miss the latched-on creature hit the target instead.
When hit, deals 1d4 piercing back.
- Crush.1d10+3
Finds Giant Turtle Barnacles irresistible.
- Battering Ram Strike.2d10+9 Bludgeoning.
On hit: Move 1
Finds Giant Turtle Barnacles irresistible.
Any creature your size or smaller within your path of forced movement is Riding you. Damage taken from forced movement is transferred to Riding creatures, or otherwise has no effect. This damage is halved if the creature is one size smaller than you or larger.
Movement from your actions are considered forced movement.
Creatures Riding you cannot take Reactions or willingly dismount you.
Creatures can make a DC 12 STR Save to dismount you at the beginning of their turn.
No more than one creature your size or smaller can be Riding you.
Fire (I), Lightning (V), Necrotic (V), Slashing (I)
Piercing damage is reflected.
- •Lanceshell.1d12+4.
On hit: Creatures Riding you take half damage.
- •Aquatic Joust (1/Round).4d4+4.
Swim 10, each d4 may target creatures within your path of movement, damage modifier is applied to each hit target.
- •Spectral Jaws (x2).1d8+1
- •Blessing of Sekolah.
Heals an ally for 2d4 and they gain advantage on their next save.
- •Clutches of Sekolah.
(Concentration) DC 12 WIL save or become Incapacitated.
Immune to forced movement.
- •Hunker Down.
Compresses body into sand, becoming immobile but also invulnerable and can only be damaged by a crit.
- •Big Claw.1d10+7.
On Crit: Grapple.
Finds Giant Turtle Barnacles irresistible.
Swim up from below 4+ spaces and Bite. On hit: Deal max damage.
Has advantage against Bloodied targets.
- Bite.2d10+12
While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
- Bone Whip (x2).
(Range 2) 2d6+6. The target can't make Opportunity Attacks until the start of the kuo-toa's next turn.
Whenever Magista is crit, she vomits Gunk on a 1×1 area in front of her. The area is considered Difficult Terrain, and creatures in the area are Poisoned and take 2d6+6 damage. Magista is immune to the effects of her Gunk pools.
- •Claw.
Move 6, 2d6+6 damage (Range 2). OR
- •Flail Clasp.
2d4+10 (Range 4), on damage: Grappled. THEN
- •Flail Slam.
The Grappled creature gets slammed at another enemy within 4 spaces. Both must make a DC 14 DEX save or take 2d10+6 damage and become Prone, only taking half damage on save.
At 100 HP, Cyclone. On her next turn, Magista spins, dealing 3d10 damage to enemies within 2 spaces for 1 round, and can move 2 spaces while spinning. This ends early if she uses another action or is forcibly Hampered.
Magista is dying! 60 more HP and she's dead. Her Gunk now covers a 2×2 area and deals 2d10+8 damage instead.
Au clawntaire, little hermit. Our minds are clear as crystal now.
Any creature your size or smaller within your path of forced movement is Riding you. Damage taken from forced movement is transferred to Riding creatures, or otherwise has no effect. This damage is halved if the creature is one size smaller than you or larger.
Movement from your actions are considered forced movement.
Fire (I), Lightning (V), Necrotic (V), Poison (I), Slashing (I)
- •Waterjet.2d10+4 (Range 12).
On crit: Poisoned. You swim 3 spaces in the opposite direction of this attack's target.
- •Aquatic Blast.3d8+3 (Range 3).
Each d8 may target creatures adjacent to each other within Range, damage modifier is applied to each hit target. You swim 6 spaces in the opposite direction of this attack's centermost target.
Any creature in Reach 1 at start of Lamreys turn must roll DC 18 DEX saving throw, on fail, target is Blinded, Grappled and takes 1d8+10 damage at start of each targets turn until free.
- •Bite.
1d4+15 on hit, target is poisoned Poisoned.
- •Cyclone.
1/encounter Knock back all creatures in reach 5 by 10 tiles and take 1d10+5 damage.
- •Zap.
Lamrey electrocutes her target through her skin 2d10+20.
At 135 HP, Lamrey gains immunity from all piercing, slashing and bludgeoning damage.
At 100 HP, Lamrey begins to thrash angrily, drawing in nearby hostile sea creatures. She summons 4 minions per enemy
Lamrey is a huge Gulper Eel, with an added "electric" theme to fit a more interesting theme.
Enemy comes within 10 spaces must make a DC 14 WIL save or become Frightened. 1/encounter
- Bite.4d12+10
The sahuagin has Advantage on attack rolls against a creature that is Bloodied.
Sharks are friendly to the sahuagin and obey their every command.
When the sahuagin takes Piercing or Slashing damage, enemies within 1 space of it must make a DC 14 STR save or gain 1 Wound.
- Trident (x3).1d8+4
Always start first and heroes roll initiative with disadvantage.
Has advantage against Bloodied targets.
- Bite.5d12+11
While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.
- •Scepter (x2).
(Range 12) 3d8+3.
- •Shield of the Faithful.
Give Medium Armor to an ally.
- •Waves of Destruction (1 use).
Enemies within 6 spaces makes a DC 14 STR save or take 5d6 damage and become Prone, half damage on save.
Always start first and heroes roll initiative with disadvantage.
Has advantage against Bloodied targets.
Always deals max damage to vehicles.
- Chomp.6d20+11.
On crit: Swallow. Swallowed creatures take 20 damage at the start of their turn. Their attacks can't miss and ignore armor.