Monstery Monday Week 60 - Sunken City

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H020
Very Slow.

Can move 1 space every 10 minutes.

Spiked.

When hit, deals 1d4 piercing back.

Giant Turtle Barnacles tend to appear, seemingly from nowhere, overnight. Some large creatures find them irresistibly delicious.

Lvl 1/4 beast (crustacean)
61
Swarm.

Can occupy a creature's space and vice versa.

  • Pinch.
Lvl 1/4 beast (shark)
807
  • Bite.
Lvl 1/2 beast (crustacean)
64
Swarm.

Can occupy a creature's space and vice versa.

  • Pinch.
Lvl 1/2 small beast (shark)
80
  • Nip.
Lvl 1/2 aberration
622
Amphibious.

The kuo-toa can breathe air and water.

Sunlight Sensitivity.

While in sunlight, the kuo-toa has Disadvantage on ability checks and damage rolls.

Bonus Action: Slippery.

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. Slashing Damage
Lvl 1/2 sea aberration - Defender
M615
Kuo-toa: Sunlight Sensitivity.

While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.

Sticky Shield.

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.

Choose one.
  • Spear..
  • Net Throw.

    (Range 3) DC 10 DEX save or become Restrained.

Lvl 1 small beast (crustacean)
M6220
Make Two.
  • Pinch.
Lvl 1 beast (shark)
6026
  • Latch On..

    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.

Lvl 1 sea creature - Melee
823
Sahuagin: Blood Frenzy.

The sahuagin has Advantage on attack rolls against a creature that is Bloodied.

Sahuagin: Shark Mind Control.

Sharks are friendly to the sahuagin and obey their every command.

  • Claw (x2).
KKarp
SRD v5.2
Lvl 2 small beast (shark)
10034
  • Hit & Run..

    On hit: Move 5.

Lvl 2 beast (crustacean)
M4427
Spiked.

When hit, deals 1d4 piercing back.

Make two.
  • Crush.

Finds Giant Turtle Barnacles irresistible.

Lvl 3 small beast (crustacean)
4832
Make three.
  • Pinch.
Lvl 4 large beast (shark) - Striker
M8039
  • Battering Ram Strike. Bludgeoning.

    On hit: Move 1

Lvl 4 large beast (crustacean)
H2429

Finds Giant Turtle Barnacles irresistible.

Lvl 4 cephalopod jouster - Skirmisher
H6028
Shelled Cephalopod: Kinetic Shell.

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.

Pierced.

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.

Damage Interactions.

Fire (I), Lightning (V), Necrotic (V), Slashing (I)

Piercing damage is reflected.

Choose two.
  • Lanceshell..

    On hit: Creatures Riding you take half damage.

  • Aquatic Joust (1/Round)..

    Swim 10, each d4 may target creatures within your path of movement, damage modifier is applied to each hit target.

Lvl 4 sea creature - Support
838
Sahuagin: Blood Frenzy.

The sahuagin has Advantage on attack rolls against a creature that is Bloodied.

Sahuagin: Shark Mind Control.

Sharks are friendly to the sahuagin and obey their every command.

Choose one.
  • Spectral Jaws (x2).
  • 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.

Lvl 6 gargantuan beast (crustacean)
H640
Heavy.

Immune to forced movement.

Choose two.
  • Hunker Down.

    Compresses body into sand, becoming immobile but also invulnerable and can only be damaged by a crit.

  • Big Claw..

    On Crit: Grapple.

Finds Giant Turtle Barnacles irresistible.

Lvl 6 huge beast (shark) - Ambusher
M10054
Breach.

Swim up from below 4+ spaces and Bite. On hit: Deal max damage.

Bloodthirsty.

Has advantage against Bloodied targets.

  • Bite.
Lvl 6 sea aberration - Striker
658
Kuo-toa: Sunlight Sensitivity.

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.

remixed from Kuo-toa Whip
Level 6 Solo Huge Crab Duchess
M200
STR++ WIL-
Gunked.

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.

BLOODIED:

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.

LAST STAND:

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.

Lvl 7 large cephalopod sniper - Ranged
H4052
Shelled Cephalopod: Kinetic Shell.

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.

Damage Interactions.

Fire (I), Lightning (V), Necrotic (V), Poison (I), Slashing (I)

Choose one.
  • Waterjet. (Range 12).

    On crit: Poisoned. You swim 3 spaces in the opposite direction of this attack's target.

  • Aquatic Blast. (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.

Level 8 Solo Huge King of the Aqueducts
270
STR+DEX+INT--
Swallow.

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.

Choose one.
  • 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.

BLOODIED:

At 135 HP, Lamrey gains immunity from all piercing, slashing and bludgeoning damage.

LAST STAND:

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.

Lvl 9 huge beast (shark)
M10085
Fearsome.

Enemy comes within 10 spaces must make a DC 14 WIL save or become Frightened. 1/encounter

  • Bite.
Lvl 10 large sea creature - Melee
M894
Sahuagin: Blood Frenzy.

The sahuagin has Advantage on attack rolls against a creature that is Bloodied.

Sahuagin: Shark Mind Control.

Sharks are friendly to the sahuagin and obey their every command.

Fiendish Blood.

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).
remixed from Sahuagin Warrior
Lvl 11 gargantuan beast (shark)
H12080
Ambush.

Always start first and heroes roll initiative with disadvantage.

Bloodthirsty.

Has advantage against Bloodied targets.

  • Bite.
Lvl 11 sea aberration - Ranged
6120
Kuo-toa: Sunlight Sensitivity.

While in sunlight, the kuo-toa has Disadvantage on ability checks and attack rolls.

Choose one.
  • 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.

remixed from Kuo-toa Whip
Lvl 15 gargantuan beast (shark)
H120122
Ambush.

Always start first and heroes roll initiative with disadvantage.

Bloodthirsty.

Has advantage against Bloodied targets.

Scourge of Ships.

Always deals max damage to vehicles.

  • Chomp..

    On crit: Swallow. Swallowed creatures take 20 damage at the start of their turn. Their attacks can't miss and ignore armor.