Monstery Monday Week 61 - Companions
Monster Monday is a nimble design challenge with shifting themes. Check out the nimble discord to participate!
Attacks that miss Eliza are rolled again and redirected to any adjacent creature of her choosing.
The party may use any item in Eliza's cart/on her person during combat, with gp being exchanged after combat is over/during a Field or Safe Rest, or the item being returned with a usage fee.
Eliza or a party member can move her cart as if they were Slowed, the cart provides Cover.
- •Cat's Claw.
On hit: Eliza scurries her Speed away from the target and towards Cover.
- •Healing Potion!
Eliza has (LVL/Safe Rest) Healing Potions. Eliza will charge the party +25gp per Potion starting at 0gp, price resets after a Safe Rest.
Becomes Greater Healing Potions (3d6+6, +25gp » +50gp) at >=LVL 10.
Also try Healing Potion alternatives!
When Eliza drops to 0 HP, she panics! Eliza immediately drinks a potent Healing Potion (max healing) and runs away, she tries to find Cover or Full Cover until combat ends.
Eliza Pennygleam is a foreign Folk to the Humblewood, a "Moon Eluran." She and many other foreign merchants have become more and more common during the trying times of bandits and flames, as with danger comes demand and thus: profit. Eliza enlists the help of the party in getting to Alderheart, the capital of Humblewood, so she may sell her goods.
Can interpose for "friends" (Signatory and relevant 3rd parties as defined in 1.4a).
- •Ember.
(Reach 4) 1d4+LVL fire damage. On Crit: Smoldering.
- •Offer Power.
Give an ally an extra Action.
- •Offer Secrets.
Create an opening on target enemy.
Not part of the deal! When Xos drops to 0HP, he burns the attacker for 2xLVL damage (ignoring armor), then vanishes in a cloud of smoke.
Xos keeps a tally of accepted and rejected offers. Heroes may need to repay for accepted offers later. Accepting offers comes with a feeling of evil taint: tasting blood, smelling sulfur, a dark thought etc.
- •Dagger.
- •Dimensional Magic!
Push one ally up to 3 squares, one medium or smaller unworn or uncarried object up to 2 squares, or one enemy 1 square.
When the mage is dying, he plays dead! Enemies will ignore him (but not necessarily avoid him with AoEs).
LVL/ENC, heroes can Interpose and Defend for him for free.
- •Tsk Tsk!
(Range 6, target a hero!) LVL*2 psychic damage, then grant ADV2 on the next attack or save.
- •Must I Always Explain Everything...
(Range 4, target a hero) The next time the hero is attacked, the Mentor pushes them 2 squares towards them; if the hero is beyond Range of the attack, the attack fails. Gain 1d4 Doubt.
Avenge Me, My Pupils! (1/ENC) When Ithaek drops to 0 HP, grant 1 action to all heroes within Reach 12. If they choose to use it to Move towards Ithaek, they can use it as a Reaction.
Doubt is a mechanic from Blue's Codex which I find really fun.
Made for Monstery Monday Week 61: Companions.
When Ricky reaches 0 HP, he gains 1 Wound and heals to full HP
- •Slingshot.
(Range 6) 1d4
- •Powder Keg.
Ricky places a bomb on the ground. It explodes when damaged, dealing LVL Fire damage to all in Reach 2
Has advantage on all stealth checks
- •Skitter.
Impose disadvantage on targets next turn
- •Tongue.
Target is blinded on their next turn
Pazcal is completely invisible to enemies while dying
Loosely based on the character Pascal from Tangled, feel free to suggest abilities