Monstery Monday Week 45 - High Noon
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Lvl 1 large
BovinesWhenever you roll a 12, roll an additional die of the same size and add it to the total.
- •Six-Shooter.(Range 12) 1d12.
- •You Get the Horns!2d12.
These are basic Gunslinger grunts. They always fire all six shots of their six shooter before they use their melee attacks.
Lvl 3 large
BovinesWhenever you roll a 12, roll an additional die of the same size and add it to the total.
You gain advantage on ranged attacks made while in melee.
- •Stab.1d12+2
Then:
- •Six-Shooter.(Range 12) 1d12
These swordscows have trained for years in the art of the gunblade - a sword that has a revolver strapped to it.
Lvl 5 huge
BovinesWhenever you roll a 12, roll an additional die of the same size and add it to the total.
You can interpose for free as many times as you want .
- •Six-Shooter (x2).(Range 12) 1d12+4.
- •You Get the Horns!3d12.
These cows are leaders of small herds of gunslingers. They are dangerous at range and in melee, and will always try to prevent their fellow gunslingers from dying with their interpose reaction.
Lvl 3 large
BovinesWhenever you roll a 12, roll an additional die of the same size and add it to the total.
- •First Aid (once).Heal one ally for 2d12+6.
- •Six-Shooter.2d12.
These cows have trained in the art of healing to protect their herd. Don't forget that its a war crime to purposely target medics!
Lvl 10 huge
BovinesWhenever you roll a 12, roll an additional die of the same size and add it to the total.
Allies within Range: 6 roll an additional d12 when they attack.
- •Six-Shooter (x4).(Range: 12) 1d12.
Then:
- •CoMOOOO to me!
Summon 1d12 Bovine minions (1d12 at Range:6, with the High Noon ability)
The ultimate Gunslinger, the Bovine Outlaw King rules over many herds of their kind. A typical King will travel with many Medics and Gunswordscows, but do not tend to travel with Herd Leaders (unless the King is holding court) or Sharpshooters (these bovines tend to be solitary).
Lvl 2 large
BovinesWhenever you roll a 12, roll an additional die of the same size and add it to the total.
Unless you are surprised, you act first in combat.
- Six-Shooter (x2).(Range 12) 1d12+1
These Gunslingers take pride in their gunslinging, never letting another get the draw on them. They travel alone to hone their six-shooting skills.
Lvl 4 humanoid
Crits create 1 Wound.
- •Rapier (2x).1d8+5
On crit, target poisoned
- •Maddening Bolt.2d8+9
WIL DC 12 or be Frightened until end of turn.
Lvl 8 humanoid - ambusher
Blackpowder ClanWhen crit with fire damage your blackpowder weapon explodes and deals its damage to you and everyone in reach 4. You automatically fail the DEX save.
- •Blackpowder Boomstick (1 Use).
(Reach: Cone 4) d44 piercing or half on DC 15 DEX save.
- •Reload.
Recharge Blackpowder Boomstick.
Made by SanityWithIn for Monster Monday Week 45: High Noon.
Whenever you roll exactly a 12 on a die or are reduced to 12 or less HP, make an attack (d6) against all enemies that are not dying within range 12. This attack cannot crit.
You may defend against an attack and lower its damage by 12, once.
- •Quick Draw (Once).2d12
(Range 12). Roll with advantage.
- •Greatmaul.2d10,
Reach 2.
These duelers often work with other highway robbers, but focus on melee attacks. They start the fight with a well timed ranged attack, but otherwise rush into the fight.
Whenever you roll exactly a 12 on a die or are reduced to 12 or less HP, make an attack (d6) against all enemies that are not dying within range 12. This attack cannot crit.
If I am not hit before I act, I have advantage on spells I cast. If I am hit before I act, I have disadvantage on spells I cast.
- •Little Bit of Fire.2d10
(Range 8) .
- •Quick Cast! (Once).1d12
(Range 12). Make this attack against all enemies within Range.
These spellcasters attended college, but dropped out because they couldn't afford the tuition. Many are trying to save up enough to become a law-abiding mage, but some love their new life of crime.
Whenever you roll exactly a 12 on a die or are reduced to 12 or less HP, make an attack (d6) against all enemies that are not dying within range 12. This attack cannot crit.
- •Everyone! Shoot!
You and your allies regain their ability to use their Quick Draw attacks (Quick Cast and Quick Heal are not Quick Draw).
- •Quick Draw (Once).2d12+5
(Range 12).
These creatures lead bands of others to steal from heavily fortified vehicles on highways. They will flee when they're low on health, and are not loyal to their men. They cannot use Everyone! Shoot! while they are fleeing.
Whenever you roll exactly a 12 on a die or are reduced to 12 or less HP, make an attack (d6) against all enemies that are not dying within range 12. This attack cannot crit.
If you would attack an enemy, instead "attack" an ally within range. My "attacks" heal, instead of harm.
- •Quick Heal (Once).2d12
(Range 12). One ally.
- •First Aid.2d4+2
One ally.
These medics refuse to harm others, which is a weird choice for members of bandit gangs. They should probably drop a healing or potion or two, if your heroes are heroic enough to kill a medic and loot their corpse. But these medics will surrender as soon as their allies are dead. So how heroic would it really be to slaughter them?
Whenever you roll exactly a 12 on a die or are reduced to 12 or less HP, make an attack (d6) against all enemies that are not dying within range 12. This attack cannot crit.
- •Quick Draw (Once).1d12
(Range 12). Roll with advantage.
- •Six-Shooter.1d6
(Range 12).
A robber that targets weak looking vehicles on highways. Can be any race, even weird ones. Maybe its a tree. Or a cat.
Lvl 5 small humanoid - controller
- Dance for me!
(Range: 6) Move a target 6 spaces. For every space they can decide to take 5 damage instead.
Made by SanityWithIn for Monster Monday Week 45: High Noon.
Combat Roll (1/encounter). Reaction: Dodge a ranged attack and move half your speed (the attack misses).
6 charges.
Recharge: go to a saloon or win a duel. Use the spittoon, down a whiskey (STR DC 12), twirl the wand around your finger, then up in the air (Finesse DC 12). If you fail that last test, you need to restart it all.
The GM is encouraged to let the player get ugly drunk on successive STR save attempts!