Monstery Monday Week 64 - Ritual
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Multiple Beastzealots may grapple the same creature. If >=2 Beastzealots are grappling a creature, it becomes Incapacitated, and becomes a Ritual Sacrifice. Sacrifices have a Sacrifice Clock of 10+(2xKEY), Beastzealots may use their Ritual Knife to decrease this clock on their turn if grappling a sacrifice.
Once a Sacrifice Clock reaches 0: the Ritual Sacrifice gains a wound, grappled Beastzealots are thrown back STR spaces from the sacrifice, and are summoned (1d4).
- 1: 4
- 2: 3
- 3: 2
- 4: 1
- •Ritual Knife.1d4+2.
On hit: Grappled.
- •Cowardly Warp.
Teleport 8, MUST move away from hostiles.
Beastzealots should naturally come with a few Antherion allies, they aren't incredibly strong on their own after all.
Every time you are hit a magical torch nearby ignites with blue light. You take an extra 200 damage when you are hit by one of these torches.
- •Chill Touch.1d10+4.
On hit: Spooked
- •Extinguish.
3 torches within Reach: 6 go out.
If at the beginning of your turn an enemy has Smoldering, Charged, is Hindered, and is Bloodied, cute those conditions and transform into your demon form (you become large, gain Heavy armor, and a fly speed of 6).
- •Flame Poke.1d2.
Cannot crit. On hit: Smoldering.
- •Demons Claws (demon form only).2d8+12.
On hit: Slowed.
Preferably with allied Cultists and spellcasters to complete its summoning ritual!
You regenerate all of your health (or 25 HP) at the start of your turn. If you start your turn in running water and sunlight, you die.
- •Claw (2x).1d8+5.
On hit: Prone
- •Charm (1 time).1d4.
Range: 4. On hit: Charmed

Sacrifice an allied minion or 10HP to gain advantage on attacks this turn.
When all your minions have died: Ascend into your Fiendish Form.
- •Noxious Bolt.
(Ranged: 6) 2d6+10 On Crit: Dazed.
- •Touch of Decay.
(Only in fiendish form) d66 necrotic.
Made by SanityWithIn for Monster Monday Week 64: Ritual.
You regenerate all of your health (or 50 HP) at the start of your turn. If you start your turn in running water and sunlight, you die.
- •Claw (2x).1d8+1.
On hit: Prone. Then use Sword.
- •Sword.1d8+10.
Vicious.
- •Charm.1d4.
Range: 4. On hit: Charmed. Then use Bite.
- •Bite.1d10+20.
Misses unless target is Charmed. On hit: Poisoned and reduce target's max HP by damage dealt until the poison is healed.
This magical arrow/bolt can be fired from a ranged weapon to teleport the target to the nearest stream within Reach: 8 on a hit.
1 action - Throw anywhere within Range: 5 to create a 10 square sphere of sunlight for 1 minute. Consumed on use.
Fires started with this firestarter give off literal and magical sunlight.
3 actions - Create a stream of water that is ankle high and 5 feet wide. The water ceases to exist after a minute. If you use this over multiple turns, the stream is continuous.