Monstery Monday Week 81 - Exotic

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

Skeleton
Lvl 1/3 undead
10
Undead: Unliving, Undying.

The first time this dies, reset to 1 HP instead (excluding minions).

Exotic Skeleton.

Resistant to Piercing. Vulnerable to Bludgeoning.

  • Grave Arrow.
    (8ft ft)
remixed from Skeleton by NNimble Co.
Goblin Boss
Lvl 1/2 small dragon blood goblin
12
Dracoblin: Blood of the Tribe.

If Smoldering: deal an extra 1d6 fire damage

  • Slash..

    (or Shoot, Range 8).

Goblin Boss
dragon blood goblin
Dracoblin: Blood of the Tribe.

If Smoldering: deal an extra 1d6 fire damage

  • Slash.

    1d6 (follows minion rules).

Lvl 1 dungeon denizens
28
Oozes: Digestive Touch.

Contact with an ooze inflicts the Digested condition: they deal an additional X damage for each time the target has been Digested this encounter.

Oozes: Goopy.

When crit or dealt any slashing damage: summon X ooze minions (size: d6); their attacks inflict Digested.

Exotic Coating.

Resistant to Bludgeoning. Vulnerable to Slashing.

  • Acidic Touch (2×).
remixed from Gray Ooze by NNimble Co.
Lvl 1 tiny bird
626
Choose one.
  • Peck. + 4 piercing
  • Evasive Chirp. psychic.

    (range 12) DC 11 WIL save or stunned while the escapes.

A beautiful bird found in tropical rainforests, with disproportionately large butt cheeks.

Goblin Boss
Lvl 1 dragon blood goblin
425
Dracoblin: Blood of the Tribe.

If Smoldering: deal an extra 1d6 fire damage

  • Stab. (Reach 2)

Goblins with Wings! What the...

Worg
Lvl 1 large hill and field
1028
Savage.

Always crits when attacking a Grappled creature.

Exotic Hide.

Resistant to Slashing. Vulnerable to Piercing.

  • Rip Apart (2×)..

    On hit: Grappled (escape DC 10).

remixed from Worg by NNimble Co.
Lvl 1 tiny construct - Skirmisher
M9010
Vai'Elzannar: Disintegrating Armor.

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.

Spying Eye.

Everything it sees and hears is relayed back to its controller.

Choose one.
  • Emergency Protocol.2 Lightning damage x [].

    (Range 4). On damage: Dazed and Slowed.

  • Camouflage Cloak.

    Hide (Spot DC 15) even if directly observed.

Venom Crawler Hatchling
Lvl 2 small
4
Chaotic.

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.

Goblin Boss
Lvl 2 dragon blood goblin
33
Dracoblin: Blood of the Tribe.

If Smoldering: deal an extra 1d6 fire damage

Choose one.
  • Flaming Brew.(Range 8) .

    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) .

    On hit: Smoldering

Mimic
Lvl 3 small dungeon denizens
M35
Mimics: Ambusher.

Mimics always start first and heroes roll Initiative with disadvantage.

Mimics: Sticky.

Mimic hits also Grapple and can Grapple any number of creatures. When crit: release 1 creature (attacker's choice).

  • Stab, Slash, Bash!.

    (escape DC 11)

  • Dagger Teeth!.

    (a Grappled creature)

"They swing weapons now!?"

remixed from Small Mimic by NNimble Co.
Lvl 3 flightless bird - Striker
825
Exotic Hide.

Resistant to Slashing. Vulnerable to Piercing.

  • Kick.

    1d4+3. On Crit: Prone. THEN:

  • Peck.

    1d4+3. Vicious.

Lvl 3 crustacean - Controller
436
Exotic Skeleton.

Resistant to Piercing. Vulnerable to Bludgeoning.

Choose one.
  • 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.

Lvl 3 agent of the black spider - Ranged
M20
Vai'Elzannar: Disintegrating Armor.

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.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Rapid Fire.2 damage x [].

    (Range 6)

  • Burst Fire.2 damage x [].

    (Range 10)

  • Lightning Rod. Lightning.

    On damage: Dazed.

Lvl 3 mushroom - Controller
33
Exotic Coating.

Resistant to Bludgeoning. Vulnerable to Slashing.

Choose one.
  • 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.)

Goblin Boss
Lvl 4 dragon blood goblin
M35
Dracoblin: Blood of the Tribe.

If Smoldering: deal an extra 1d6 fire damage

Choose one.
  • Flame Strike (2x).
  • Flame Spin..

    Attack all adjacent creatures, On hit: Smoldering

  • Flame Sweep..

    On hit. prone

Lvl 4 agent of the black spider - Ranged
M25
Vai'Elzannar: Disintegrating Armor.

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.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • 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.

Lvl 4 agent of the black spider - Ranged
M25
Vai'Elzannar: Disintegrating Armor.

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.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Burst Fire.5 damage x [].

    (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.

Lvl 4 agent of the black spider - Ranged
H425
Vai'Elzannar: Disintegrating Armor.

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.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Burst Fire.4 damage x [].

    (Range 12)

  • Manual Fire.4 damage.

    (Range 16). Roll 1d4 to check for Hit, Miss, or Crit.

  • Lightning Rod. Lightning.

    On damage: Dazed.

Goblin Boss
Lvl 4 dragon blood goblin
50
Dracoblin: Blood of the Tribe.

If Smoldering: deal an extra 1d6 fire damage

Choose one.
  • Flame Burst.(Range 10) .

    On hit: Smoldering OR:

  • Flame Breath.(Cone 4) .

    On hit: Smoldering

Lvl 4 small construct - Ranged
H010
Vai'Elzannar: Disintegrating Armor.

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.

Choose one.
  • Rapid Fire.4 damage x [].

    (Range 10)

Ooze
Lvl 4 large non-newtonian ooze
49
Goopy 3.

When crit or dealt slashing damage: Summon 3 ooze minions

Variable Viscosity.

Resistant to piercing and slashing. Immune to bludgeoning damage.

Choose one.
  • Envelop (x2). + 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. 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.

Dracoblin: Blood of the Tribe.

If Smoldering: deal an extra 1d6 fire damage

Command.

(1 use) give an ally an extra turn.

Choose one.
  • Flame Spear (x2).(Reach 2)
  • Sheild Bash..

    On hit: Knockback Primary Die spaces.

Lvl 5 agent of the black spider - Ranged
M35
Vai'Elzannar: Disintegrating Armor.

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.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Rapid Fire.3 damage x [].

    (Range 8)

  • Burst Fire.3 damage x [].

    (Range 12)

  • Lightning Rod. 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.

Lvl 7 agent of the black spider - Melee
M6925
Vai'Elzannar: Disintegrating Armor.

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.

Destructive Armaments.

Melee Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Drow Deathblade.
  • Shadow Blast (2x)..

    (Range 4)

  • Camouflage Cloak.

    Hide (Spot DC 13) even if directly observed.

Lvl 10 large construct - Melee
H475
Vai'Elzannar: Disintegrating Armor.

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.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Arm Cannon.4 damage x [].

    (Range 6).

  • Lightning Rod. Lightning.

    On damage: Dazed.

  • Repelling Shockwave.

    (Reach 2, AoE) DC14 STR save or 1d10 Thunder. On damage: Knockback to Reach 4.

Giant Shark
Lvl 10 large shark with arms - Ambusher
84120
Ambush.

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).

Blood Thirsty 2.

Have 2x advantage against bloodied targets.

Mad.

Attacks eveythink in sight.

Choose One (Rec. Choose In Order)
  • 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]

Snake Priestess
Level 13 Solo Huge Elder Dragon, Master of Fortune
350
ALL++ DEX--
Sack of Gold.

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.

Master Of Fortune.

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.

Choose one.
  • 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:

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:

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.

Lvl 15 huge construct - Ranged
H3100
Vai'Elzannar: Disintegrating Armor.

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.

Destructive Armaments.

Ranged Weapons deal Force damage. On damage: If already Dying or dropped to 0 HP by it, they take +1 Wound.

Choose one.
  • Arm Cannon.50 damage.

    (Range 10). Roll 1d20 to check for Hit, Miss, or Crit. Misses on 5 or less.

  • Crushing Blow..

    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.

BLOODIED:

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.

Legendary
Melee Weapon

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.

Common
Ranged Weapon

1d4+DEX piercing

Properties: Range 8, Traceless (remain hidden after attacking).

Price Suggestion: 10gp.

Common
Throwing Weapon

1d6+DEX slashing.

Properties: Range 6, Stack of 7.

Price Suggestion: 30gp

Very Rare
Wondrous Saddle

Your mount is immune to fire damage. Also this saddle never gets dirty.

A favorite of adventurers and the nobility for completely different reasons.

Uncommon
Melee Weapon

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.

Bludgeoning

2d8+STR. Unwieldy: Attacking with this rushes you twice.

A hammer from a far off land, used by superhuman hunters to slay monsters.

Rare
Japanese War Club

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.

Uncommon
Melee Weapon

1d10+STR slashing

Properties: 2-handed, (Vicious Req. 2 DEX)

Price Suggestion: 80gp.

Uncommon
Sword

1d6+DEX Slashing. On Crit, damage explodes OR disarm target. Light.

Common
Force-Accelerator Light Pistol

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.
Common
Force-Accelerator Heavy Pistol

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. --

Common
Force-Accelerator SMG

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. --

Common
Force-Accelerator Shotgun

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. --

Common
Force-Accelerator Assault Rifle

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. --

Common
Force-Accelerator Sniper Rifle

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. --

Rare
Polearm

2d6+STR Slashing. (Reach 2) On Crit, damage explodes OR disarm target. 2 handed.

Uncommon
Melee Weapon

2d8+STR bludgeoning

Properties: 2-handed, Risky (You take the weapon dice damage on a miss) (Req. 1 DEX).

Price Suggestion: 120gp.

Uncommon
Ranged Weapon

4d4 piercing

Properties: 2-handed, Range 6 (Req. 1 STR)

Price Suggestion: 100gp

Uncommon
Melee Weapon

1d6+DEX slashing

Properties: Reach 2 (Req. 2 DEX)

Price Suggestion: 60gp.

Common
Throwing Weapon

1d4+DEX piercing

Properties: Range 4, Light, Vicious

Price Suggestion: 40gp

Common
Melee Weapon

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."

Rare
An old chest

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.

Common
Melee Weapon

1d6+STR bludgeoning

Properties: +1 armor

Price Suggestion: 20gp

Rare

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.

Common
Melee Weapon

2d4+DEX slashing

Properties: 2-handed, Vicious

Price Suggestion: 60gp.

Common
Melee Weapon

1d4+DEX slashing

Properties: Reach 2

Price Suggestion: 20gp.