Monstery Monday Week 62 - Spellslinger
Monster Monday is a nimble design challenge with shifting themes. Check out the nimble discord to participate!
A hero may choose to make one of your attacks miss by agreeing to have an Insect Minion (1d4) summoned at the worst possible time.
- •Bug Bite!2d6+6.
On hit: Poisoned for 1 minute.
- •Web (1 time).1d3.
On hit: Restrained (escape any fire damage)
The pylons emit elemental energy. One is immune to one of the elements but vulnerable to another.
- Immune to Fire; Vulnerable to Water or Ice
- Immune to Ice; Vulnerable to Fire
- Immune to Lightning; Vulnerable to Ice or Earth
- Immune to Wind; Vulnerable to Fire
If a element not immune hits a pylon, it combines with it and isn't destroyed. But its Emit ability changes to the two combined elements. On the next attack, the Pylon will be destroyed.
- Emit.
Any one that enters or starts their turn within Range 3, take 1d8 damage of its element.
A hero may choose to make one of your attacks miss by gaining five stacks of Digested. Your attacks deal +X damage, where X is the number of stacks of Digested your target has.
- Slime Toss (×2).1d4+X.
(Range: 4).
Pair with oozes!
A hero may choose to make one of your attacks miss by having their movement speed reduced by 1 until they complete a Safe Rest.
- •Snowball.1d8+3.
(Range: 8). On hit: Slowed
- •Snowball Storm (1 time).8d4.
(Range: 4). On hit: Slowed for 1 minute.
Tutor is powered by the Elemental Pylons. They are immune to each pylon that is of the corrospawning element; Fire, Ice, Lightning, Wind. When each pylon is destroyed, Tutor is vulnerable to that damage type.
When an non-(1/use) crits, restore a use of one
- •Magic Bolt.2d6+2.
On Zapped Targets: Consume and Gain Advantage
On Smoldered Targets: Consume and Add extra damage die
- •Lightning Bolt! (1/use).3d8+4.
AoE, Line 6, DEX Save DC 11. On Failure: Full damage and target gains Zap. On Success: Half Damage.
- •Fiiiire Ball! (1/use).5d6.
Aoe, Range 8, 5x5. DEX Save DC 11. On Failure: Full damage and target gains Smoldering. On Success: Half Damage.
At 27 Hit Points, Tutor's Magic Surge? can trigger when any die crits.
Tutor is Dying! (Hopefully not actually) 20 more damage and Tutor will "die". Until then, All 1 use abilities are restored. If already have 1 use, they gain a extra one.

When hit by a single target spell: Redirect it to the nearest creature.
- (3x) Magic Missile.
1d6 (can't miss, can't crit).
Made by SanityWithIn for Monster Monday Week 62: Spellslinger.

Your armor degrades when you are crit.
Whenever you attack, you can make another ally within Reach: 4 use the same attack!
- Magic Bullet (×2).1d4+2.
(Range: 8).

Your armor degrades when you are crit.
Whenever you attack, you can make another creature within Reach: 4 use the same attack!
- Immolation.1d4+5.
(Reach: 4). You also hit yourself.
Monsters with medium armor only take damage from dice!

When two enemies are adjacent to Mage, attack with disadvantage.
+5 damage to attacks if within Reach: 12 of a body of water.
Medium armor if within Reach: 5 of Confident Ice Mage.
- •Water Whip .1d6+3 slashing.
(Range 8) Knock prone on crit.
- •Reamstroha (1 use).2d8+3 bludgeoning.
(Range 8) Water spell that targets a 3x3 square area.
A young water mage who is not quite confident in her abilities.
Allies within Reach 3 have Adv on rolls.
When Untested Water Mage is within Reach 5, Ice Mage gains Medium Armor and +5 to attacks.
- •Nephtear- Ice Lance.1d6+3 cold or piercing .
(Range 12) On hit: Slowed.
- •Rimeblades (2 uses).
(Reach 12) Conjure razor-sharp icy spikes in 5 contiguous spaces within Reach; this area is difficult terrain. Creatures that enter these spaces (or who are in the area when you conjure them) suffer 2d6+3 damage for each space they touch.
- •Snowblind.1d6+3.
(Reach 1) On hit: Blinded until the end of their next turn.
Pair with Untested Water Mage.

Sacrifice an allied minion or 10HP to gain advantage on attacks this turn.
- •Spray of Blood.
(Reach: 4) 2d8+10. On hit: target is considered bloodied (spending 1 action to wash off ends).
- •Boiling Blood.
(a bloodied target) 2d8+10 Fire damage (ignores Armor).
Made by SanityWithIn for Monster Monday Week 62: Spellslinger.

You and target enemy are bound by chains of fire. You deal double damage to each other.
- •Dancing Blade (2x).
(Reach: 4) 2d8+5.
- •Pyroclasm.
(Reach: 4, while bloodied) Others within reach take 2d20+10 fire damage (ignoring armor) or half on a DC 15 DEX save.
Made by SanityWithIn for Monster Monday Week 62: Spellslinger.