Monstery Monday Week 62 - Spellslinger

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Lvl 1 Summoner
H18
Bug Magic.

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!.

    On hit: Poisoned for 1 minute.

  • Web (1 time)..

    On hit: Restrained (escape any fire damage)

remixed from Slime Mage
Lvl 1 construct
0
Pylon of Elemental EEVVVIIIL .

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.

Choose one.
  • Emit.

    Any one that enters or starts their turn within Range 3, take 1d8 damage of its element.

Lvl 1
30
Slime Magic.

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).+X.

    (Range: 4).

Pair with oozes!

Lvl 1 Ranged
26
Ice Mages: Ice Infused Strikes.

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.

Choose one.
  • Snowball..

    (Range: 8). On hit: Slowed

  • Snowball Storm (1 time)..

    (Range: 4). On hit: Slowed for 1 minute.

Level 2 Solo Construct "Evil Wizard"
H55
Pylons of Elemental EEEEEEvvvvvil.

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.

Magic Surge?

When an non-(1/use) crits, restore a use of one

Choose one.
  • Magic Bolt..

    On Zapped Targets: Consume and Gain Advantage

    On Smoldered Targets: Consume and Add extra damage die

  • Lightning Bolt! (1/use)..

    AoE, Line 6, DEX Save DC 11. On Failure: Full damage and target gains Zap. On Success: Half Damage.

  • Fiiiire Ball! (1/use)..

    Aoe, Range 8, 5x5. DEX Save DC 11. On Failure: Full damage and target gains Smoldering. On Success: Half Damage.

BLOODIED:

At 27 Hit Points, Tutor's Magic Surge? can trigger when any die crits.

LAST STAND:

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.

Novice Wizard
Lvl 2 humanoid - Ranged
25
Shield (1/round).

When hit by a single target spell: Redirect it to the nearest creature.

Choose one.
  • (3x) Magic Missile.

    1d6 (can't miss, can't crit).

Made by SanityWithIn for Monster Monday Week 62: Spellslinger.

Lvl 3 war mage - Controller
630
Choose one.
  • Pit Trap.

    Open a 2x2 pit when Burrowed underneath an enemy. DC 12 DEX Save or Prone. Climbing out is difficult terrain.

  • Burial..

    Collapse a Pit Trap, crushing everyone within. Climbing out costs 3 Movement per space.

Loxodon Wizard
Lvl 3 large elephant teacher - Striker
M38
Abjuration Magic.

Your armor degrades when you are crit.

Demonstrate! (1/turn).

Whenever you attack, you can make another ally within Reach: 4 use the same attack!

  • Magic Bullet (×2)..

    (Range: 8).

Loxodon Wizard
Lvl 3 large elephant teacher - Striker
M45
Abjuration Magic.

Your armor degrades when you are crit.

Demonstrate! (1/turn).

Whenever you attack, you can make another creature within Reach: 4 use the same attack!

  • Immolation..

    (Reach: 4). You also hit yourself.

Monsters with medium armor only take damage from dice!

Novice Wizard
Lvl 4 human - Aoe
1050
Hesitant spellcaster.

When two enemies are adjacent to Mage, attack with disadvantage.

Water Manipulation.

+5 damage to attacks if within Reach: 12 of a body of water.

Protective Friend.

Medium armor if within Reach: 5 of Confident Ice Mage.

Choose one.
  • Water Whip . slashing.

    (Range 8) Knock prone on crit.

  • Reamstroha (1 use). bludgeoning.

    (Range 8) Water spell that targets a 3x3 square area.

A young water mage who is not quite confident in her abilities.

Lvl 4 human - Controller
50
Bossy.

Allies within Reach 3 have Adv on rolls.

Motivating Rivalry.

When Untested Water Mage is within Reach 5, Ice Mage gains Medium Armor and +5 to attacks.

Choose one.
  • Nephtear- Ice Lance. 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..

    (Reach 1) On hit: Blinded until the end of their next turn.

Pair with Untested Water Mage.

Shadow Sorcerer
Lvl 6 Striker
60
Blood Sacrifice (1/round).

Sacrifice an allied minion or 10HP to gain advantage on attacks this turn.

Choose one:
  • 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.

Orc Swordsman
Lvl 12 humanoid - Striker
120
Duelling Chains.

You and target enemy are bound by chains of fire. You deal double damage to each other.

Choose one:
  • 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.