Monstery Monday Week 80 - Magical Library

Monster Monday is a nimble design challenge with shifting themes. Check out the nimble discord to participate!

Lvl 1/2 swarm of tiny constructs
603
Swarm.

Can enter the space of other Creatures. When damaged, reduce HP by 1. AoE attacks reduce HP by 2.

False Object.

Hidden (Spot DC 11) until it moves. If initiating combat while Hidden, Heroes roll Initiative with Disadvantage.

Book.

Vulnerable to Fire. Immune to Poison and Psychic.

  • Book Club.

    (Reach 0, AoE) HPd4.

Converted from Candlekeep Mysteries (5e).

Lvl 1/2 small insect
15
  • Buzzing trivia. (Reach 4).

    On crit: Target’s next INT based roll is made with disadvantage (non cumulative). Wears off after camping/safe resting.

Lvl 1/2 humanoid archivist
22
Focused Researcher.

Advantage on INT based rolls and saving throws.

Choose one.
  • Heavy Book. Bludeoning
  • Shhhh.

    All creatures within Reach 4 are Silenced until your next turn.

Level 1 Solo Large Construct
20/hero
Str+
False Object.

Hidden (Spot DC 11) until it moves. If initiating combat while Hidden, Heroes roll Initiative with Disadvantage.

Bookcase.

Immune to Poison and Psychic.

After each Hero's Turn, choose one.
  • Chained Book.

    Move 2, then (Reach 4) 1d8, Grappled (Escape DC12). Can Grapple a number of Creatures equal to the number of Chained Books it has, starting equal to the number of Heroes.

  • Grapple Slam.

    (Grapple Creature) Pull 3, then 1d8+5, ends Grapple.

BLOODIED:

The Library now has a number of Chained Books equal to half the number of Heroes after several break off. Gains Brain Drain.

Brain Drain. (Grappled Creature) 2d8+1 Psychic (ignores Defense), Dazed.

LAST STAND:

The Library is falling apart! 10 more damage and its destroyed. Until then, it regains control of all of the severed Chained Books using the psychic energy it siphoned from the Heroes. Their Reach increases to 8 and Grapple Slam's Pull increases to 7.

Adapted from Candlekeep Mysteries (5e).

Lvl 1 humanoid student
25
Excited to be Here.

Advantage on saves and grants allied Heroes Advantage and enemy Heroes Disadvantage on Initiative.

Magic Student.

Can use their Action to cast Helpful Gust, Beautify, or Light.

  • Mana Blast..

    (or Mana Shot, Range 12).

Adapted from First-Year Student in Strixhaven: A Curriculum of Chaos (5e).

Lvl 2 small insect
632
Literary Obsession.

Condition inflicted by this creature is based on its favorite topic:

  • Advanced theology: Blinded
  • Elvish poetry: Charmed
  • Theoretical arcana: Dazed
  • Fiendish smut: Frightened
  • Dwarven lineage: Slowed
  • Goblin lexicon: Taunted
  • Endless Logorrhea. (Reach 6).

    On crit: Literary Obsession chosen condition.

Lvl 2 small malicious manuscript - Ranged
325
Floating Nuisance.

Immune to falling damage. Ranged attacks against you from Slowed creatures miss.

  • Paper Press (2×). (Range 10).

    On hit: Slowed, until the end of their next turn.

Ancient bastions of the heroes of old often contain these levitating tomes, surrounded by papery projectiles, for easy and cheap security. Mages and arcanists often keep them as pets.

Lvl 3 hazard
  • Swap Fate.

    (1/round) Reverse the number on any rolled dice (e.g. an 18 on a d20 becomes a 3, and a 1 on a d6 becomes a 6)

This magical floating tome inhabits a magical library and uses it's power to protect it from any malevolent visitors wishing it harm.

When a hero reads it for the first time they roll a DC12 arcana check. On success they gain the ability to Swap Fate on any dice 1/safe rest, and then the tome loses it's magic power (only 1 hero can learn it).

Lvl 3 small scroll-eating bug
435
Scrollverfish: Scroll-Eater.

When combat begins, roll 1d6 and gain abilities:

  • 1: Attacks give Smoldering on crit. Gain Ignite.
  • 2: Attacks give Slowed on crit. Gain Shatter, half damage.
  • 3: Attacks give +1 action on crit. Gain Arc Lightning.
  • 4: Attacks are vicious. Gain Blustery Gale.
  • 5: Attacks heal for half. Gain Heal, 2 targets.
  • 6: Attacks deal +5 damage. Gain Shadow Trap.
  • Nibble..

    +1d6 for each Scrollverfish adjacent to the target. OR:

  • Digested Magic.

    (1 use) Cast your eaten scroll.

These Silverfish-esque arthropods have a particular craving for magic, specifically in it's easiest to digest form: scrolls. The scrolls they ingest are typically expelled rather violently.

Lvl 4 humanoid custodian
50
Neutralize Magic (1/ encounter).

Deactivates magic in the area by tossing a neutralizing pod into a spot within 4 spaces. A 2 space radius sphere antimagic field.

Choose two.
  • Cord Baton. Bludgeoning.

    On damage. Grappled DC 12 escape.

  • Stun Sling. Bludgeoning.

    (Range 12). On damage Dazed.

  • Reinforced Binding.

    Any Dazed or Grappled creature is Incapacitated (Escape DC 20 Might check).

35
Achaeology Major: Ancient Lessons.

(Range 8) Once per Round when an ally makes a roll, you can choose to increase its Primary die by one face.

Magic Student.

Can use their Action to cast Helpful Gust, Beautify, or Light. Can also spend 1 minute to cast a spell to allow them to understand any language for an hour.

Choose one.
  • Scroll Strike.
  • Reduce to Memory (1 use).

    (Range 10) DC12 STR save or 5d6+10 Thunder, half on save. Constructs have Disadvantage on the save. (Recharges on Scroll Strike crit)

Adapted from Lorehold Apprentice in Strixhaven: A Curriculum of Chaos (5e).

Level 4 Solo Brainy Insect
38/hero
++INT
Paper storm.

This creature has Medium armor against ranged attacks.

Introduce thesis.

At the end of each hero's turn, they suffer 5 damage (ignoring armor) if they didn't Assess or didn't succeed an Assess roll with one of their action.

Choose one.
  • Submit an argument.

    3d4+6 (Reach 3). On hit: Dazed.

  • Shift its angle.

    Teleport 6. 1d4+3 (Reach 6). On hit: Until the end of their next turn, they Assess with disadvantage.

BLOODIED:

At half HP, it tries to prove its point. Each hero make a DC 13 INT save. On a success, they suffer 5 damage (ignoring armor). On a failure, they may move, attack with a weapon or cast a cantrip for free, with the Encycloptera controlling the action

LAST STAND:

The Encycloptera is dying! 40 more damage and it dies. Until then, it chooses twice as it faces criticism and grasp for straws.

The GM may decide to reward the players with the Papier-mâché cerebrum hovering over the Encycloptera head for defeating it. A powerful magic item still inhabited with the boundless knowledge accumulated by the insect.

Lvl 4 humanoid archivist
M39
Focused Researcher.

Advantage on INT based rolls and saving throws.

Familiar Folio.

On Initiative, Summon a that acts before the Heroes. Has Medium Armor as long as a is in combat.

Patient Defense.

Ranged attacks against the Librarian from Slowed creatures miss.

Choose one.
  • Flying Books (2x). Bludgeoning.

    (Range 8)

  • Shhhh.

    All creatures within Reach 6 are Silenced until your next turn.

If the withering glare of the librarian isn't enough to quiet a rowdy patron, the books floating around her will shut them up.

Lvl 5 obvious hazard!
Static Threat.

Trigger Fireblast every round.

  • Fireblast.

    1d20+10 fire damage to creatures in the area.

    Spellweaving:

    Fire and Ice spellcasters can spend 1 action and 1 mana to suppress this effect for 1 round.

    Fire spellcasters can spend 2 actions and 3 mana to trigger Fireblast.

Runes are placed on specific spaces on the battlefield (e.g. a 3x2 area). Heroes might need to assess a Rune to figure out the spellweaving interactions (Arcana or Lore).

Lvl 5 obvious hazard!
Static Threat.

Trigger Summon Shadows every round.

  • Summon Shadows.

    Summon 4 Shadow Minions (1d12).

    Spellweaving:

    Radiant and Necrotic spellcasters can spend 1 action and 1 mana to suppress this effect for 1 round.

    Necrotic spellcasters can spend 2 actions and 3 mana (or 1 use of pilfered power) to trigger Summon Shadows.

Runes are placed on specific spaces on the battlefield (e.g. a 3x2 area). Heroes might need to assess a Rune to figure out the spellweaving interactions (Arcana or Lore).

remixed from Flame Rune
Lvl 5 obvious hazard!
Static Threat.

Trigger Discharge every round.

  • Discharge.

    3d8+10 lightning to creatures between Lightning runes.

    Spellweaving:

    Lightning and Earth spellcasters can spend 1 action and 1 mana to suppress this effect for 1 round.

    Lightning spellcasters can spend 2 actions and 3 mana (or 1 use of pilfered power) to trigger Discharge.

Runes are placed on specific spaces on the battlefield (e.g. 4 1x1 areas). Heroes might need to assess a Rune to figure out the spellweaving interactions (Arcana or Lore).

remixed from Necrotic Rune
Lvl 5 scroll-eating bug
M50
Scrollverfish: Scroll-Eater.

When combat begins, roll 1d6 and gain abilities:

  • 1: Attacks give Smoldering on crit. Gain Ignite.
  • 2: Attacks give Slowed on crit. Gain Shatter, half damage.
  • 3: Attacks give +1 action on crit. Gain Arc Lightning.
  • 4: Attacks are vicious. Gain Blustery Gale.
  • 5: Attacks heal for half. Gain Heal, 2 targets.
  • 6: Attacks deal +5 damage. Gain Shadow Trap.
Managorged.

When casting a spell, roll 1d4 and cast it at that Tier. Gain another use of Digested Magic when Bloodied.

  • Magic Missile (1d4×).(Range 8) 5 damage.

    OR:

  • Digested Magic.

    (1 use) Cast your eaten scroll.

Scrollverqueens parasitize mages, latching onto their preferred casting arm and piloting around the (long since dead) body until every last drop of mana is siphoned. Despised by magic-wielders the world over.

Lvl 6 animated ink bottle
M860
Liquid Form.

While you have Armor, you can only be damaged by the most recently hit target.

  • Indelible Blades..

    On hit: teleport 8, target is Blinded for 1 round. Target is Blinded until you take damage on crit.

When a writer creates a work filled with their own strong emotions, those emotions may affect the ink bottle they used, creating an Inkhaunt. These creatures seek to recreate the (typically negative) feelings they were imbued with upon creation.

Level 6 Solo Huge Serpent Archivist
M39/hero
+INT +STR -DEX
Mage Hands.

May conjure magical hands to interact with objects

Flying Books.

Medium armor, vulnerable to fire

Choose one.
  • Books of Bashing.

    Move 4. Reach 6 2d6+3 bludgeoning. On Crit. Dazed

  • Coil .

    3d6+5, Grapple (escape DC 12)

BLOODIED:

Books have been destroyed. Lose armor and fire vulnerability. Coil gains Move 6. May now Squeeze. 4d6 + 10 vs. Grappled Creature

LAST STAND:

Hissstorian is now dying! 60 more damage and it dies. Until then it may use it's magic hands to use any loose items in the room to attack with Flying Debris. (Reach 4 AoE) 2d6 + 3.

The giant serpent's coiled body nearly filled the whole room while its head darted from book to book. At least a dozen stacks of books were arranged in a circle, arcane hands turning the pages on the top tome of each pile.

Lvl 9 large construct
M885
Arcane Resistance.

Advantage on saves vs Spells.

Construct.

Immune to Poison.

Choose one.
  • Launching Limb (2x)., Grappled (Escape DC14).

    (Reach 4). Can Grapple up to a max of 2 targets simultaneously.

  • Fling.

    (Grappled Creature) Pull 3, then Throw 5 and 4d6 FALL damage.

  • Shhh! (1 use).

    (Concentration, Reach 8, AoE) No sound can be heard in the area and prevents spellcasting that requires speech.

Adapted from Strixhaven: A Curriculum of Chaos (5e).

Lvl 9 humanoid student
60
Achaeology Major: Ancient Lessons.

(Range 8) Once per Round when an ally makes a roll, you can choose to increase its Primary die by one face.

Magic Student.

Can use their Action to cast Helpful Gust, Beautify, or Light. Can also spend 1 minute to cast a spell to allow them to understand any language for an hour, ask questions of the dead for 1 minute, or locate the general direction and distance of a specified object within a mile.

Choose one.
  • Scroll Flurry (2x)..

    On Crit: Dazed.

  • Reduce to Memory (1 use).

    (Range 10) DC14 STR save or 5d6+20 Thunder, half on save. Constructs have Disadvantage on the save. (Recharges on Scroll Strike crit)

Adapted from Lorehold Pledgemage in Strixhaven: A Curriculum of Chaos (5e).

Level 11 Solo Humanoid Archivist
M67/hero
++INT -STR
Familiar Folios.

On Initiative, Summon 1/hero minions that act before the Heroes. Head Librarian has Medium Armor as long as a is in combat.

Patient Defense.

Ranged attacks against the Head Librarian from Slowed creatures miss.

Choose one.
  • Dashstrike.

    Move 6 and 4d10 piercing.

  • Flying Book.

    Range 8. 4d10+10 bludgeoning.

  • Shhhhhhhhh.

    All creatures within Reach 8 are Silenced until your next turn.

BLOODIED:

Paper Cyclone. d66 Slashing AoE (Reach 2) on damage, Blinded 1 round. Teleport up to 6 squares. Summon 2/ hero minions.

LAST STAND:

88 more damage and they're dead. They cast Paper Cyclone. with Reach 3. Teleport up to 6 squares. Summon 2/ hero minions.

Bandit Spellcaster
Lvl 14 humanoid - Controller
6160
Counter Scribe (1/round).

The first time you are the target of a tiered spell each round, counter that spell and turn it into a scroll.

Choose one.
  • Shush.

    d66 necrotic. On damage: Silenced (until magically healed).

  • (2x) Paper Cut.

    1d20+10. On Crit: Set HP to 0.

BLOODIED:

(reaction at 45HP) Scrollstorm. Enemies are restrained by paper (escape DC15 or any fire damage)

Loot: Scrolls created by Counter Scribe.

Rare
Recipe Book

This enchanted recipe book is able to talk, and it does constantly. Touching a picture of a dish causes it to appear. The food also talks.

Enchanted by a mad wizard, this book has annoyed many a chef, sous chef, line cook, dishwasher...

Uncommon
Bookmark

Bookmarks in the Infinite Archives are often magically created in pairs. The owner of one bookmark can write a short message on the blank leather body and it will magically appear on its corresponding bookmark.

A finely crafted, leather bookmark with filigreed decorative edges. A broad blank space takes up the majority of the face. Librarians and other Archive employees will regularly share bookmark pairs to communicate.

Work in Progress Mini-Game Rules
  • Manaball is a game played with two teams of equal size, minimum of 3 (usually 9 players in the "pro leagues," haven't decided yet).
  • The game is played via zipper initiative, and the winner of Initiative (the coin toss) becomes the Offense team (Offense) and the other becomes the Defense team (Defender).
  • Each team has 3 Actions per Turn with which they use to make plays. The Defense team can end up using their entire Turn with Reactions on Blocking Shield.
  • The Offense team make the first plays, which cost 1 Action each. The plays for everyone are Move Position and Make a Play. Move Position can't be blocked by Blocking Shield, however it can be affected by Stealing the Ball. A Move can be broken up in the case of Stealing the Ball.
  • The first unit chosen is the one who has the Manaball in possession. When the ball is in possession, it can only be stolen after the possessor Makes a Play or a Defender moves/becomes adjacent to the possessed ball.
  • Shooting/Passing the Ball. For Offense, Make a Play is passing or shooting the ball in a Line. Any Defender that is near (usually adjacent or inside) the line can use a Reaction (which uses their Turn this Round) to Make a Play to attempt to block/steal the ball. When the Offense Makes a Play, they spend Mana to roll a number of associated die of their spell school (d4 for Wind, d10 for Fire, etc) equal to Mana spent. The ball moves down the Line a number of spaces equal to the total + KEY (and Crits explode, just like normal). On a Primary Die 1, you Fumble the Ball (it still moves the total number of spaces down the Line and is in possession by neither team) and the Defense team has an opportunity to become the Offense team by moving to a space adjacent to it. Crits bypass Blocking Shield.
  • Blocking Shield. When the Defense team Makes a Play, they spend Mana to build a Blocking Shield a number of squares equal to the same die roll as the Offense (dice number equal to the Mana spent and then add KEY to the result). They can spend it all to beef up the space they're in, or they can extend the shield to one or both sides by consecutive spaces, but the result is evenly divided among all chosen spaces (rounded down). A Defender can use this to defend from further away from the line, but it will have reduced effect. The number of spaces left on the ball's path at the point of the Defender is reduced by the value of the shield. If the number is zero, the ball stops adjacent to the Defender, and if it's negative, the ball bounces back that many spaces in a Line chosen by the Defender. The ball only gains the Defender's type if it is fully blocked.
  • Moving with the Ball. While in possession of the ball, it moves with you (like Grappled) and you have Advantage on the Make a Play.
  • When the Ball is not in Possession: If the ball is not in possession, the Offense can use Make a Play to make a Ranged Play (Range 8), but the roll is with Disadvantage, and the Line is predetermined based on the Line between the unit and the ball.
  • Stealing the Ball. On the Defense turn when the ball is not in possession, a Defender can gain possession of the ball when adjacent to it. When a Defender Moves adjacent to a ball that is in possession by the Offense (or becomes adjacent during the Offense's Move), the two units make a contested DEX check (no bonuses other than DEX), the winner has possession of the ball.
  • Identifying the Controller of the Ball when it's not in Possession. Each time the ball is passed/shot or fully blocked it gains the type of the die used, denoting who is on Offense. When mixed-type teams play, it instead gains the team's colors.
  • Scoring: A ball must be the Offense team's type and move into the goal zone of the Defense Team in order to score points.
  • Goal Shot. The spaces immediately next to the Goalie (who doesn't move) are worth 3 points, the 2 spaces next to those are worth 2, and the remaining spaces after that are worth 1. The goal zone is a 9+ space Line.
  • Touchdown. If a unit in possession of the ball makes to the end zone (Goalie line), they score 3 or 4 points (depending on testing to reveal how easy/difficult it is compared to shooting the ball). Or perhaps a point bonus depending on which region they enter.
  • After a goal/touchdown is scored, the goalie of the Defense team gains possession of the ball to Pass/Shoot to an ally and they become the Offense team.

Halftime Rest: At halftime (a certain number of Turns that would be revealed through testing, starting with 10 rounds and adjusted from there after tests), players take a 10 minute break, regaining Mana equal to rolled Hit Dice + Key. At higher levels of play, there could be more breaks added to add strategy of how many Hit Die to roll each break.

Field Sizes:

  • Beginner. 15x30 spaces
  • School. 17x34 spaces
  • Collegiate. 19x38
  • Pro League. 21x42 spaces

The Field: The sides of the field are lined with barriers that reflect shots that would go "out-of-bounds." When the ball hits the edge of the field, it bounces back in the mirrored direction. So a 60* angle would bounce back at a 120* angle, but a 30* angle would bounce back at 150*. This will be easier to explain visually in a diagram.

To play the game, you may need to make extra "characters," but it should be quick and simple, since the only factors that are relevant to know are:

  • KEY
  • Hit die size and number
  • Mana pool/available Spell schools
  • Move speed

Due to the play by play nature of the game, it is recommended that players on the same team work together to decide each action so that one doesn't end up sitting on the sidelines uninvolved.

This project is just to develop a basic framework. Once that's done, research into spell interactions could be looked into.

The still levitating cerebrum of a Great Encycloptera. When you fail a INT based roll, you may reroll it with advantage. If you do, this object gains a charge and deals you Number of charges d4 damage (ignoring armor).

Reset: This loses all its charges if you manage to hide the cerebrum in a library for an entire day (It may lead to some incidents).