Monstery Monday Week 39 - Imitation

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

Level 3 Solo Noble Duelist

100
DEX+ WIL+
I Know That Style.

After taking damage, she Marks the acting creature: she gains Heavy Armor against Marked creatures and their attacks have DIS. The Mark disappears if the creature crits her, swaps weapons or shifts shape, or at the end of combat.

After each hero's turn, choose one:
  • Feinting Strike.

    Move 6 (ignoring opportunity attacks), then 1d6+6 slashing to 2 different creatures on the path.

  • Signature Slash.

    (Marked only, Reach 2) 3d6+6 slashing; on hit, the creature is Prone.

BLOODIED:

At 40 HP, Doña de la Luz Marks all her enemies.

LAST STAND:

Doña de la Luz is on the ropes! 30 extra damage and she will bow down and surrender. Until then, she gains Riposte: a failed attack triggers Signature Slash.

Made for Monster Monday week 39: Imitation. [GM note: if a hero wants to end Doña de la Luz when they reach the Last Stand, it is possible.]

Lvl 6 humanoid - controller

Actor
650
Overly Dramatic.

Melee hits against you knockback 4 spaces.

Invisible Wall.

Immune against ranged attacks.

Choose one.
  • Silent Mockery.

    (Reach: 4) 2d8+10 psychic. On hit: Taunted.

  • Shadow Boxing.

    Recharge Heavy Punch.

  • Heavy Punch (0 Uses).3d8+12.

    On hit: Knockback 4 spaces.

Made by SanityWithIn for Monster Monday Week 39: Imitation.

Level 10 Solo Large Psicraft Golem

H200
STR++ INT+ WIL+ DEX-
Mindstone Shift.

Immune to crits by slashing weapons. When it fails an attack, gains ADV-2 on its next attack.

Psicraft Shield.

Spells targeting the golem cost 2 extra Mana.

Construct.

Immune to charmed or frightened conditions.

After each hero's turn, move 3 and choose one:
  • Psi-Empowered Slam.

    (Reach 2) 3d12+10 bludgeoning, on hit Knockback 4 in any direction.

  • Mindstone Slide (1 use).

    Teleport 8 to a visible space, then 3d12 psychic to all at Reach 2. Recharges when BLOODIED and LAST STAND.

  • Psionic Barb.

    1d12+5 psychic (Range 8), cannot be Defended. On hit: the creature is Dazed until the end of its next turn.

BLOODIED:

At 100 HP, the Golem becomes a SPHERE. It can't use Heavy Slam, but attacks against it have DIS. After 4 hero turns, it uses its turn to move 6 in a straight line towards the nearest enemy, dealing 3d12+20 and making them Prone; then the SPHERE mode ends. That move goes through and destroys non-magical barriers.

LAST STAND:

The Golem is dying! 90 extra damage and it dies. Attacks gain a permanent ADV, it is now immune to Tier-1 and lower spells, and the SPHERE mode begins again.

[The GM should telegraph the fact that the Golem is focused on the closest target once in Sphere mode.]

Made for Monster Monday Week 39 : Imitation.

Lvl 4 apparition

40
Imperfect Ambusher.

Before rolling Initiative, heroes make an DC 12 INT save: if failed, Mirror Images start first and heroes roll Initiative with disadvantage.

Hurt Yourself.

When hit by an attack at Reach 1, deal 2d8 slashing. Doesn't trigger on crits.

  • Look At Me.

    1d8+5 psychic to a creature at Reach 1. On hit, Taunt until the end of its next turn; if Defended, damage becomes 0 but next attack has DIS.

When you look in the mirror and the mirror looks back... [GM note: they can only come out of mirrors if a sentient creature is reflected on those. It takes the appearance of the nearest enemy.]

Made for Monster Monday Week 39 : Imitation.

Mirroring Steps.

1/turn when an enemy at Reach 2 moves, move with him.

Copy the last heroic action at Reach 2.
  • Attack / Cast a spell.2d8

    If you copy a spell, range 8 and damage type is same as copied. If you copy an attack, gain ADV.

  • Defend.

    Gain Heavy armor until the end of next turn.

  • Assess.

    Reduce enemy Armor by 5 until the end of next turn.

Lvl 7 magical ooze

840
Regenerative Runes.

Heal to max HP at the end of your turn

  • Absorb and Reflect.

    Everyone in Reach 3 takes dmg equal to the HP you've lost this round.

Created by ancient alchemists that have since died out, these slimes wander the underground dungeons, preying on monsters too stupid to understand it's healing and reflective abilities.

Lvl 3 humanoid - brute

40
Sealed (2).

When crit or hit by a spell, break 1 seal. When the last seal is broken, you grow 1 size category and enemies are Frightened (escape DC WIL 12).

  • Savage Blow.2d8+6

    (rolls with advantage if unsealed).

Made by SanityWithIn for Monster Monday Week 39: Imitation (inspired by the magic card Hired Muscle/Scarmaker).

Lvl 7 fiend

H850
Puppet Show.

The Shadow Fiend controls the first action of a Grappled creature's turn. If it's an attack, add the damage of Void Touch to it. When the Fiend moves, all Grappled creatures move with it.

Truest Shadow.

Immune to necrotic. Can pass through holes the size of a coin. In direct sunlight or in the area of a Radiant spell's light, reduce its Armor by one step.

Choose one.
  • Void Touch (2x).(Reach 2) 1d8+6 necrotic.

    On crit, the creature is Slowed.

  • Merge Shadow.(Reach 1)

    Absorb the shadow of a creature within Reach: it is Grappled (escape DC 13 WIL or radiant damage).

Poor souls that die unfulfilled while bound to a demonic pact, they make for great servants to those dark art practitioners with a penchant for fiendish friendships.

Lvl 7 humanoid - lurker

Changelings
70
Familiar Face.

Choose a target, that target has disadvantage on attacks against you.

Sunder Armor (1 Use).

Target adjacent enemy can't defend this round.

  • Vicious Stab.2d8+5.

    (or twice as much if not defended against).

Made by SanityWithIn for Monster Monday Week 39: Imitation.