Monstery Monday Week 73 - Defense
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You have X destroyable parts. All attacks against you that hit destroy one part and only do 1 damage until all parts are destroyed. Attacks that ignore armor still destroy parts, but deal full damage.
X = 1. If someone tries to open your jar without knowing you're there, attack first!
- Bite.2d8+2.
Or: Zap (Range: 4)
Based on Toubyou from SMT. So yes, it is using lightning magic.
Crits against Shelly do not ignore her armor. Instead, they cause her to open her Eye of Baron!
A bulbous eye on Shelly's back. While the Eye of Baron is open, Shelly is Vulnerable to the first attack that hits her from behind—after which Shelly becomes Dazed and the eye closes.
- •Windup.
Telegraph her next turn (target and action). On that turn, her attack will deal +15 damage.
- •Charge.
Move 8. 1d12+5. Creatures in her path take half damage and are pushed aside. On hit: Prone.
- •Swipe.
Move 2. 2d12+10. Creatures adjacent to the target take half damage.
At 60 HP, Shelly can telegraph false information with Windup. Additionally, once per round, Shelly can turn around to absorb an attack that would hit her Eye of Baron.
Shelly is dying! 30 more damage and she dies. Until then, her Eye of Baron is wide open and volatile. Each time the eye takes damage, there is a 50% chance that it'll be destroyed, leaving behind a void rift.
*Void rifts are incredibly difficult to seal. For this reason, sages DO NOT recommend destroying the Eye of Baron.
(1/turn) Reduce the damage of a melee attack by 1d8+6. If the damage is reduced to 0, the attacker is Staggered until the end of the Blademaster's next turn.
- •Vicious Blade (2x).
1d8+6. Vicious. If two hits on the same target: Staggered until the end of the Blademaster's next turn. OR:
- •Deathblow.
(Only usable against Staggered, cannot miss) 1d4+20. On crit: 1 Wound and Dazed.
Staggered: Slowed, Attack costs +1 Action.
Ice Damage and Hampered.
Crits inflict 1 Wound on targets.
Fire damage reduces Armor on Congelatios by 1 step for one round.
- •Rend .2d10+5.
Ice Damage. Fly 10 before or after attacking. ADV on Wounded Targets.
- •Frost Breath (1/use).4d10.
Ice Damage to all enemies within Cone 8 and Slowed, half on a DC 13 DEX save.
- •Spine Fling.2d10+2.
Range 8: Fling a part of Congelatios spines. Area of Radius 4 of target area becomes a difficult terrain
At 77 Hit Points, all enemies within Range 12 gain a wound and Frost Breath regain its use.
70 more damage and they die! Until then, crits will trigger on 1 less die of 9-10.

Can Interpose for an ally 1/round (Reach 1).
Has Heavy Armor the first time it is attacked per round. Flanking attacks bypass armor.
- Slam (2×).2d12 .
On crit: Prone.
(1 use) Completely block an attack against a single target, including any negative effects it would have caused.
A magically floating shield, that hovers around you and at your command blocks an incoming attack, but completely shatters afterwards.
Armor: 4
Shield Glare (1 Use): When you Defend against a melee attack, blind the attacker until the start of their next turn and force them to reroll the attack.
Recharge: Polish the shield with rare oils and let it dry in the sun.
Made by SanityWithIn for Monster Monday Week 73: Defense.