Monstery Monday Week 81 - Exotic
Monster Monday is a nimble design challenge with shifting themes. Check out the nimble discord to participate!

The first time this dies, reset to 1 HP instead (excluding minions).
Resistant to Piercing. Vulnerable to Bludgeoning.
- Grave Arrow.1d4+3(8ft ft)

If Smoldering: deal an extra 1d6 fire damage
- Slash.
1d6 (follows minion rules).
Contact with an ooze inflicts the Digested condition: they deal an additional X damage for each time the target has been Digested this encounter.
When crit or dealt any slashing damage: summon X ooze minions (size: d6); their attacks inflict Digested.
Resistant to Bludgeoning. Vulnerable to Slashing.
- Acidic Touch (2×).1d6+2
- •Peck.1d6 + 4 piercing
- •Evasive Chirp.1d6 psychic.
(range 12) DC 11 WIL save or stunned while the escapes.
A beautiful bird found in tropical rainforests, with disproportionately large butt cheeks.

If Smoldering: deal an extra 1d6 fire damage
- Stab. (Reach 2) 1d6+2
Goblins with Wings! What the...

Always crits when attacking a Grappled creature.
Resistant to Slashing. Vulnerable to Piercing.
- Rip Apart (2×).1d6+2.
On hit: Grappled (escape DC 10).
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Everything it sees and hears is relayed back to its controller.
- •Emergency Protocol.2 Lightning damage x [1d4].
(Range 4). On damage: Dazed and Slowed.
- •Camouflage Cloak.
Hide (Spot DC 15) even if directly observed.

DC 20 STR save (-1 DC on fail) at the beginning of their turn, or they roll on the Chaos Table. Lose Chaotic on success.
- Soul Ache.
1d4. On hit: Chaotic.
These horrid beasties are a magically-mutated tick who carry a strain of "Soul Ache," a disease considered lethal to mages.

If Smoldering: deal an extra 1d6 fire damage
- •Flaming Brew.(Range 8) 2d6+6 .
On hit: Smoldering
- •Drinks On Me!(Range 8).
1 Ally in range, roll 1 additional die of fire damage when they attack this round.
- •Spew Brew.(Cone 3) 1d6.
On hit: Smoldering

- •Stab, Slash, Bash!2d6+4.
(escape DC 11)
- •Dagger Teeth!1d20+4.
(a Grappled creature)
"They swing weapons now!?"
Resistant to Slashing. Vulnerable to Piercing.
- •Kick.
1d4+3. On Crit: Prone. THEN:
- •Peck.
1d4+3. Vicious.
Resistant to Piercing. Vulnerable to Bludgeoning.
- •Big Claw.
4d4+4 and Grappled (only one at a time).
- •Itty-Bitty Claw (2x).
1d4+1 and Arterial Bleeding.
Arterial Bleeding: Suffer 1 damage per action spent until healed.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Rapid Fire.2 damage x [2d8].
(Range 6)
- •Burst Fire.2 damage x [1d8].
(Range 10)
- •Lightning Rod.1d8 Lightning.
On damage: Dazed.
Resistant to Bludgeoning. Vulnerable to Slashing.
- •Mycelial Grip.
2d6+2 and Grappled.
- •Release Spores.
(1 use) Enemies in Reach 3 receive 3d6+3 and Dazed. (On Death: if unused, Release Spores for free.)

If Smoldering: deal an extra 1d6 fire damage
- •Flame Strike (2x).2d6+2
- •Flame Spin.1d6+1.
Attack all adjacent creatures, On hit: Smoldering
- •Flame Sweep.1d6+1.
On hit. prone
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Snipe (1 use).50.
(Range 24). Roll 1d4 to check for Hit, Miss, or Crit. Disadvantage at Range 9 or less.
- •Reload.
Regain use of Snipe.
- •Camouflage Cloak.
Hide (Spot DC 13) even if directly observed.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Burst Fire.5 damage x [1d4].
(Range 12)
- •Manual Fire.4 damage.
(Range 16). Roll 1d4 to check for Hit, Miss, or Crit.
- •Deploy Turret (1 use).
Summon a within Reach 1.
- •Repair.
Repair a Sentry Turret for 1d4 HP.
When including the Sentry Turret, the Engineer is considered Lvl 8.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Burst Fire.4 damage x [1d4].
(Range 12)
- •Manual Fire.4 damage.
(Range 16). Roll 1d4 to check for Hit, Miss, or Crit.
- •Lightning Rod.2d4 Lightning.
On damage: Dazed.

If Smoldering: deal an extra 1d6 fire damage
- •Flame Burst.(Range 10) 2d6+12.
On hit: Smoldering OR:
- •Flame Breath.(Cone 4) 1d6+6.
On hit: Smoldering
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
- Rapid Fire.4 damage x [1d8].
(Range 10)

When crit or dealt slashing damage: Summon 3 ooze minions
Resistant to piercing and slashing. Immune to bludgeoning damage.
- •Envelop (x2).1d8 + 5.
on hit Grappled. DC 13 DEX to escape. Attempts to use STR to escape result in an automatic failure and 1d6 bludgeoning damage.
- •Consume.1d8+5 ignores armor.
(all grappled targets). Digested.
Digested. Deal an additional 3 damage for each time the target has been Digested this encounter.
This is what happens when an ooze gets into a barrel of corn starch.

If Smoldering: deal an extra 1d6 fire damage
(1 use) give an ally an extra turn.
- •Flame Spear (x2).(Reach 2) 1d6+6
- •Sheild Bash.2d6+12.
On hit: Knockback Primary Die spaces.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Rapid Fire.3 damage x [2d6].
(Range 8)
- •Burst Fire.3 damage x [1d6].
(Range 12)
- •Lightning Rod.2d6 Lightning.
On damage: Dazed.
- •Grenade Shot (1 use).
(Range 6, 3x3 Area) DC13 DEX save or 6d6. Area is Obscured until the Captain's next Turn.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Melee Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Drow Deathblade.2d4+30
- •Shadow Blast (2x).1d4+10.
(Range 4)
- •Camouflage Cloak.
Hide (Spot DC 13) even if directly observed.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Arm Cannon.4 damage x [1d10].
(Range 6).
- •Lightning Rod.2d10 Lightning.
On damage: Dazed.
- •Repelling Shockwave.
(Reach 2, AoE) DC14 STR save or 1d10 Thunder. On damage: Knockback to Reach 4.

Combat starts with the Juiciest (Hp wise) character making a DC 14 DEX save or they are Grappled and take 1d12+20 (half on save, escape DC 14).
Have 2x advantage against bloodied targets.
Attacks eveythink in sight.
- •Leap & Bite.
Leap to the closest creature in sight , 1d12+20 On hit: Target considered bloodied
- •Hook Teeth.
1d12+10, Grapple
- •Drag & Throw.
(Vs Grappled, move 4 Then throw the target to closest creature in sight, (Range 8) 2d12+5 [Both targets take the damage]

Nass'rak has long since learned the greatest weakness of the foolish adventurers who hunt him: GOLD! Beneath the loose scales along his back, he stores countless coins within an enormous air sac. Forever bloated with treasure, the organ that once fueled a dragon's fiery breath has withered away, leaving him unable (and unwilling) to breathe fire ever again.
Nass'rak cannot be Influenced, bargained with, or tempted. Within his endless wealth, he already possesses everything a creature could ever desire. The countless coins within his air sac constantly grind against one another, keeping them polished to a brilliant shine.
- •Tempting Hoard.
Nass'rak vomits a small portion of his hoard onto the ground, drawing nearby adventurers toward the Shining treasure.
Burrow 6 Then, (Range 20) [Single Target] [WIL Save, Lowest one effected] Hero moves toward the Hoard then Spents 1 turn collecting it. (Distracted)
- •Ambush.
Burrow 8 Then, (Vs Distracted) Bite for 2d20+20 and Targets All gold coins sucked to air sac.
- •Gilded Breath.
Nass'rak unleashes some amount of the coins within his air sac
Burrow 6, (Line 12 or 6x6 AoE) 5d12+10 + [per 5000gp stolen]d12 Then, making one of the heros distracted with gold.
[5000gp can be to little for a level 13 adventurer and can be changed.]
- •Golden Object.
Nass'rak spit out golden objects out of his air sac to knock of heros
Burrow 6 (Range 8) 2d6+5 (Does not Miss), up to 6 targets, On Hit: Distracted & Prone
Bloodied! (175) HP, Nass'rak Crawls back to his burrowed tunnels and starts to shoot all of his Hoard, Making the battle field a sea of gold coins.
Now Battle field is Difficult Terrain, Gilded Breath deals (Minimum) 7d12 (Does not Miss) but he needs to eat some gold to fire it (Charge up for 1 turn)
LAST STAND! Nass'rak is dying! 60 more damage and he dies! Gain Heavy Armor and try to talk your way out of this. If your attempts fail, Vomit a huge crystal that blinds all enemies when shattered. (1 Round)
Among dragons wings are more than limbs, they are a birthright. A dragon without them is an impossibility, a mistake of nature. Yet Nass'rak endured. Unable to soar, he mastered the earth instead, carving vast tunnel networks beneath his domain and striking where no dragon ever could. Most dragons breathed fire. Nass'rak surrendered that gift long ago. The immense air sac that once fueled his flames now serves a different purpose, acting as a vault for countless stolen coins. He has discovered the greatest weakness of adventurers is not fear, nor death but greed. Every stolen coin only makes him deadlier, until his hoard itself becomes a weapon.
On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.
Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.
- •Arm Cannon.50 damage.
(Range 10). Roll 1d20 to check for Hit, Miss, or Crit. Misses on 5 or less.
- •Crushing Blow.2d20+20 (Vicious).
DC14 DEX save or Grappled, then 2d20v+20, damage only on save. Auto Crits on Hit vs Grappled targets.
- •Mana Cannon (1 use).
(Range 8, 2x2 Area) DC14 DEX save or 4d20. On damage: Knockback 2.
Abort! Abort! When Crit while Bloodied, the Golem malfunctions and all Creatures in Reach 4 need to make a DC15 DEX save or take 2d20, half on save. It also ejects the pilot, summoning 1 from the wreckage.
2d4+DEX Slashing
Properties: Light, Vicious (Req. 3 DEX)
Wind Dance. Single target attacks with advantage also damage up to 1 adjacent target.
Thousand Cuts. 2 actions (1/encounter) d44a slashing damage to enemies within Reach 3.
1d4+DEX piercing
Properties: Range 8, Traceless (remain hidden after attacking).
Price Suggestion: 10gp.
1d6+DEX slashing.
Properties: Range 6, Stack of 7.
Price Suggestion: 30gp
Your mount is immune to fire damage. Also this saddle never gets dirty.
A favorite of adventurers and the nobility for completely different reasons.
1d4+STR Slashing. (1/Round) STRd4 Slashing to a Prone or Incapacitated target, ending the condition on hit.
Properties: 2-handed (Req. 3 STR)
A tipless 2-handed sword, made for decapitating criminals instead of battle.
2d8+STR. Unwieldy: Attacking with this rushes you twice.
A hammer from a far off land, used by superhuman hunters to slay monsters.
2d6+STR Bludgeoning, On Crit: Grappled/Restrain Target for 1 round or Break armor for 2 turns.
2-handed, Reach 2 (Req. 2 STR)
a fearsome two-handed war club used by samurai in feudal Japan. Ranging up to two meters in length, these weapons were carved from heavy wood and reinforced with iron plates and sharp spikes. They were designed to crush armor and break horse legs.
1d10+STR slashing
Properties: 2-handed, (Vicious Req. 2 DEX)
Price Suggestion: 80gp.
1d6+DEX Slashing. On Crit, damage explodes OR disarm target. Light.
Damage.
- Burst Fire. 4 Ammo, 2[1d4d] (Range 6)
- Manual Fire. 1 Ammo, 2 (roll 1d4 to check for Hit, Miss, or Crit) (Range 9)
Properties. Light, Reload: 1 Action, Ranged
Ammo (Magazine Capacity). 20
Inventory Size. 1/2 Slot
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
Damage.
- Burst Fire. 4 Ammo, 4[1d4d] (Range 8)
- Manual Fire. 1 Ammo, 4 (roll 1d4 to check for Hit, Miss, or Crit) (Range 12)
Properties. 2-handed, Reload: 1 Action, Ranged
Ammo (Magazine). 16
Inventory Size. 1 Slot
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Predator Heavy Pistol from Mass Effect. --
Damage.
- Rapid Fire. 2 Ammo, 2[2d8d2] (Reach 3)
- Burst Fire. 1 Ammo, 2[1d8d] (Range 5)
Properties. 2-handed, Reload: 1 Action, Ranged
Ammo (Magazine Capacity). 4
Inventory Size. 1 Slot
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Shuriken SMG from Mass Effect. --
Damage.
- Blast Fire. 1 Ammo, (Cone 3) DC10+STR or 4[1d10], half on save. Damage is evenly split among targets prior to save.
Properties. 2-handed, Reload: 2 Actions, Ranged (Req. 2 STR)
Ammo (Magazine). 5
Inventory Size. 2 Slots
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Katana Shotgun from Mass Effect. --
Damage.
- Rapid Fire. 2 Ammo, 2[2d6d2] (Reach 5)
- Burst Fire. 1 Ammo, 2[1d6d] (Range 7)
Properties. 2-handed, Reload: 1 Action, Ranged (Req. STR 2)
Ammo (Magazine). 6
Inventory Size. 2 Slots
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Avenger Assault Rifle from Mass Effect. --
Damage.
- Manual Fire. 1 Ammo, 50 (roll 1d4 to check for Hit, Miss, or Crit) (Range 8-Range 16)
Properties. 2-handed, Reload: 2 Actions, Ranged, Unwieldy (Disadvantage up to starting Range) (Req. STR 3)
Ammo (Magazine). 1
Inventory Size. 2 Slots
Manufacturer. Mechan-X
WARNING! Not balanced according to base Nimble weapons. It will be balanced in conjunction with my Astral Space armor.
General Rules Notes:
- Reading Damage. The die represents the number of bullets that hit and the number outside the brackets is the damage multiplier equal to the damage per bullet. Ex. 4[1d4] means 4 x 1d4 damage. When the damage is a flat value, you roll the listed die in parentheses to check for Hit, Miss, or Crit. Flat damage Crits deal +50% damage instead of exploding.
- Overheat. If your Magazine reaches 0, the weapon overheats and you must spend double the Actions to Reload.
-- Based on the Mantis Sniper Rifle from Mass Effect. --
2d6+STR Slashing. (Reach 2) On Crit, damage explodes OR disarm target. 2 handed.
2d8+STR bludgeoning
Properties: 2-handed, Risky (You take the weapon dice damage on a miss) (Req. 1 DEX).
Price Suggestion: 120gp.
4d4 piercing
Properties: 2-handed, Range 6 (Req. 1 STR)
Price Suggestion: 100gp
1d6+DEX slashing
Properties: Reach 2 (Req. 2 DEX)
Price Suggestion: 60gp.
1d4+DEX piercing
Properties: Range 4, Light, Vicious
Price Suggestion: 40gp
1d4+DEX piercing
Properties: Light, Precise (attacks against an opening crit).
Price Suggestion: 15gp
On Hit: 1d4+2 Fire Damage
It preferred its past owner and compares you to them constantly. "You call that a swing! Vortoth could swing let me tell yea."
A chest full of weapons. Open the chest and pull out any mundane weapon.
Please put it back when your done for the next hero to use.
1d6+STR bludgeoning
Properties: +1 armor
Price Suggestion: 20gp
3d4+DEX Slashing (Reach 2, Vicious). On miss: Vicious apply as if it was a Crit and you take the damage.
A weapon often described as an hybrid of a whip and a sword. It’s often composed of multiple flexible steel blades attached to an handle. A weapon as dangerous for the one facing it than for the one wielding it.
2d4+DEX slashing
Properties: 2-handed, Vicious
Price Suggestion: 60gp.