Monstery Monday Week 44 - Bandits
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Lvl 4 humanoid
- Net trap.2d8+6.
Restrains target if not defended against (Escape DC12)
Lvl 1/4 humanoid
Charmed by Robin Hood, it can try to resist it (DC 15) if someone else charms it or if it received more than 25 HP damage.
- Stab.1d8
(follows minion rules).
Lvl 3 elf
Charmed by Robin Hood, it can try to resist it (DC 15) if someone else charms it or if it received more than 25 HP damage.
- •Goodbye friend.
Teleport up to 12 spaces to a visible place
- •Bullseye.2d8+6
Range 12
- •Volley.1d8+4
Attack up to 3 creatures in 12 spaces range
Lvl 3 large construct
Jackalbone MaraudersThis brightly colored, tar-sealed scarf protects the wearer from inhaled poisons
The Bruiser has resistance to damage from bladed weapons.
- Jagged Blade.Reach 2, 2d6.
Deals +5 damage to Lightly Armored targets
Lvl 3 human
Jackalbone MaraudersThis brightly colored, tar-sealed scarf protects the wearer from inhaled poisons
The Captain can Move 2 after being attacked (ignores Difficult Terrain)
- •Form Up!
All allies that can hear the Captain Move 3
- •Pincer Strike.2d6+3.
Deals +3 damage per ally adjacent to the target
Lvl 1 human
Jackalbone MaraudersThis brightly colored, tar-sealed scarf protects the wearer from inhaled poisons
Allies can Interpose for the Drummer for free.
Enemies who hear the Drummer Defend for half their armor.
Lvl 1 human
Jackalbone MaraudersThis brightly colored, tar-sealed scarf protects the wearer from inhaled poisons
- Barbed Javelin.1d6+2 (or Throw, Range 6).
On damage, DC 12 STR or Slowed.
Lvl 1 human
Jackalbone MaraudersThis brightly colored, tar-sealed scarf protects the wearer from inhaled poisons
- Pollen-Bomb Slinger.Range 12.
Creates a 2x2 cloud in Range. DC 12 STR save or Poisoned for 1 Round
Lvl 1/4 human Minion
Jackalbone MaraudersThis brightly colored, tar-sealed scarf protects the wearer from inhaled poisons
- Wild Swing.
1d6 (follows minion rules)
Lvl 4 large ogre
Charmed by Robin Hood, it can try to resist it (DC 15) if someone else charms it or if it received more than 25 HP damage.
Attacks also Daze the target
- •Aggressive.
Run its movement to the nearest Enemy
- •Bonk.2d10+9
Mace Attack
No one touches my best friend Robin
Lvl 4 large construct
When it hits 0 HP, it explodes in a radius of 6 spaces doing 2d20+9 Fire damage
Attacks also knockback a number of spaces equal to the primary die rolled.
- •Slam.2d12+7
Run 8 spaces and slam against the first enemy
- •Sucker Punch.2d20+9
Lvl 4
On death: drop all the GP stolen+2d4
- •Turn 1: Mug.3d6+6 dmg.
Steal GP equal to the damage dealt.
- •Turn 2: Lunge.2d6+6 dmg.
Gain temp HP and steal GP equal to the damage dealt.
- •Turn 3: Smoke bomb and RUN!
Escape from combat.
GM note: after they lunge, you should telegraph their intention to escape next turn.
Lvl 2 humanoid - skirmisher
The CrowsMoving does not trigger opportunity attacks.
- •Theft.
Steal 2d6 Gold (or any unattended object).
- •Knee Stab.
(When cornered) 1d4+6. On crit: Slowed.
Made by SanityWithIn for Monster Monday Week 44: Bandits.
Level 4 Solo Fey Lord
- •Join the Merry Men.
One Hero of you choice up to 12 spaces make a 12 WIL DC, on a fail they are on your control. Can make the save once per round and can only have one Hero controlled
- •Dissonant Whispers.
2d8+6 attack, ignores armor and forces to make a 12 WIL DC or be dazed 1 round.
- •Headshot.
Teleport up to 12 spaces and make a (Range 12) longbow attack (2d12+10)
At 60 HP, Dissonant Whispers make 2d12+6 damage
Robin Hood is dying! 40 more damage and he dies. Until then, He can focus up to two Heroes with the Join the Merry Men ability
Nothing more dangerous than a bored Fey Lord with a lot of time
Level 3 Solo Beastfolk Bandit
Weasel LootersOn being damaged, move 2 and ignore opportunity attacks. Move ignores Difficult terrain.
Willy's attacks are Vicious. Negate for 1 turn when a hero reduces damage to 0 or is no longer Dying.
- •Dart Throw.
Move 6, then 2x 1d4+2 piercing (Range 4). If a hero is next to Cover, on two hits: Restrained, end STR DC 11.
- •Vicious Bite (1 use).
Move 4, then 2d4+5, any die can crit. On crit: target is Prone.
- •Furniture Armor.
Willy has Cover and Heavy armor. Ends with any fire or bludgeoning damage.
At 50 HP, Willy goes mad with fear. His Vicious Bite recharges; the DC and damage of his attacks increases by 1.
Willy is on his last leg! 30 more HP and he surrenders. All his Moves are increased by 4. He throws 1 extra dart with every action. Vicious Bite recharges again.
Lvl 5 humanoid
- Twist the knife.2d8+4.
Deals double damage if not defended against
Lvl 1/2 bandit
Weasel LootersOn being damaged, move 2 and ignore opportunity attacks. Move ignores Difficult terrain.
On hit: STR DC 10 or Poisoned for 2 turns.
- Dart Throw.
(Range 4) 1d4+3 piercing.
Lvl 3 nilbog
Attacks that would hit Will Stutely instead miss, attacks that would miss, hit instead
- Neener Neener!
Reaction, when a hero's attack misses a Goblin or when a hero could opportunity attack a Goblin, but doesn't: Deal 4 psychic damage.
Immune to ''On damage'' effects while defending with it.
Grafted on top of any regular shield, this modification makes the shield even shieldier.
Immune to ''On hit'' effects while defending with it.
Grafted on top of any regular shield, this modification creates the shieldiest shield to ever shield.