Monstery Monday Week 46 - Cold-blooded
Monster Monday is a nimble design challenge with shifting themes. Check out the nimble discord to participate!
During the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
If a creature touches you, you can cause them to suffer 4d8 fire damage as your magical spines explode.
- Bite.1d20
The massive caterpillars can be found on ancient redwoods in magical forests. They don't seem interested in most heroes, but heroes need to be careful of them. They are extremely fuzzy, but each individual piece of fuzz is actually a magical spike that can explode if the caterpillar wills it.
These caterpillars cannot climb anything but trees, nor would they want to.
Perhaps these creatures are part of the setting for a different encounter, and heroes can try to push foes into them or a hill giant can throw heroes into them. Maybe a particularly creative and evil dragon has captured many of these caterpillars and lined the floors of his lair with them so that only a flying creature can pass - or maybe the heroes are hired to save one from a zoo by a friendly fae.
Lvl 5 huge
True DragonsThe dragon carries 100 × It's Level in gold. At the start of its turn, it consumes 50 gold it is touching and restores 5 × it's Level HP.
Attacks against hampered enemies have advantage. You have resistance to cold damage.
- •Cold Breath (Recharge 6).
Creatures in a 6 square cone must make a DC 12 Dexterity saving throw or take 4d6 cold damage, half on save. On damage: Slowed (4 actions).
- •Bite (x2).2d6+2
On hit: Slowed (1 action)
- •Summon Snow Golems (Once).
(Range: 24) Summon 1d4/hero Snow Golem minions (2d4)
These dragons thrive in cold environments, despite their cold blooded nature. They spend lots of time basking in the sun and hunting for food.
Examples of cold dragons include traditional evil White Dragons or the good-aligned Silver Dragons.
Lvl 8 huge
True DragonsThe dragon carries 100 × It's Level in gold. At the start of its turn, it consumes 50 gold it is touching and restores 5 × it's Level HP.
Creatures that are hit by your attacks have their armor from equipment reduced by 1. This lasts until they spend a safe rest repairing their gear.
- •Acid Breath (Recharge 5-6).
You shoot out a bubble of acid. Creatures in a 3×3 area within Range: 6 must make a DC 14 dexterity saving throw or suffer 1d6, 8 seperate times.
- •Bite (×3).1d4
Cannot miss or crit.
- •Savage Bite (against a foe with 5 or less armor).1d44
Misses on an 11. Cannot crit.
You carry gold coins equal to your level. When an ally does within 3 squares, you may consume 1 gold. If you do, gain 5 temporary hit points and attack for free.
Allies are Frightened of you.
- •Get in here!(Reach: 10)
Call 1d4 kobold minions to join the fight. They appear somewhere logical within reach.
- •Fight harder!20 to a kobold
(Reach: 4)
Lvl 7 large
Cold-Blooded CreaturesDuring the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
Whenever a creature touches you, they forget what they were doing and become Dazed.
- Tail WHAP!?3d8+10
These large fish are cousins of fae, and have inherited some of the memory magic of their kin. They are massive koi, though, so they are scavengers, not hunters. They are very hard to hunt, though, since their hunters often forget what they were doing. This makes their scales and meat supremely valuable.
During the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
You always attack first.
- •Jump!
Jump 6 squares away to an unoccupied square.
- •Bite.3d6
On hit: target is Grappled (escape DC 11). You cannot Bite another target until the grapple ends.
These frogs are simple ambush predators with an extremely obvious game plan: Jump at something, put it in their mouth, jump away with it. If this plan doesn't work, wild Darting Frogs will just run away.
Lvl 7 huge
True DragonsThe dragon carries 100 × It's Level in gold. At the start of its turn, it consumes 50 gold it is touching and restores 5 × it's Level HP.
When you are Charged, if you take damage, your attacker takes 2d8 lightning damage and you are no longer Charged. You have resistance to lightning damage.
- •Lightning Breath (recharge 6).
Creatures in a 2 tile wide, 12 tile long line must make a DC 13 dexterity saving throw or suffer 4d10 lightning damage, half on save. You become Charged
- •Bite.1d12+1
Reach: 2. Then:
- •Arc Lightning.4d8
This damage is dealt to yourself and then the nearest target of your choice.
Lvl 11 gargantuan
Cold-Blooded CreaturesDuring the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
During the night, you gain heavy armor and can cast two of your spells on your turn.
During the day, you lose your medium armor and can attack twice on your turn.
- •Bite (attack).2d6+2
On damage: you heal as much damage as you dealt.
- •Blinding Sun (spell).1d12+2
(Range: 8). On Hit: Blinded (1 action).
- •Comforting Moon (spell).
You gain 10 temporary hit points.
These giant moths are rumored to be the adult form of "Do Not Touch Me!" Caterpillars, but no scholar has ever witnessed their transformation to witness it. They are not predators, despite their massive 30 foot wingspan, and instead act as pollinators for the massive magical redwoods of faerie forests.
Some fae are able to make deals with them to guard locations (their massive wingspan makes them very good doors), but most spend their time searching for food or mating. Your heroes would be smart to not get in the way of these two desires, lest they fall victim to these Moths and their powerful magic.
Lvl 1 tiny
Cold-Blooded CreaturesDuring the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
You always act first.
- •Venomous Bite (Once).1d3
On damage: target must make a DC 11 strength save or suffer 13-(2 per size above tiny) d6 poison damage (a medium creature suffers 9d6)
- •Bite.1d3
- •Run away!
Move 12 while not provoking opportunity attacks.
As long these venomous creatures are not summoned beasts of some evil magician, they are not evil or malicious - they're just trying to live their life! Against a small or larger foe, they will only ever strike once and then flee (unless their path to escape is blocked), and there is only a 25% chance they use their venomous Bite (venom takes a lot of calories to make!). But if they are attacking a tiny hero, they will always strike with their venom - they hope to eat them!
Lvl 5 large
Cold-Blooded CreaturesDuring the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
If you take 30 damage in one round, your shell breaks, lowering your armor to None and dealing 20 damage to you. If your shell is unbroken, it has 5d4 precious gems in it.
- Trample.1d20+9
On damage: Target is Prone.
These beasts spend most of their time hiding in their shell, which looks like large boulder - sometimes towering fifteen feet tall! When they're standing, they can reach 20 feet, and these gentle giants are extremely intimidating because of their size. They eat fish, and will sometimes submerge themselves in water and wait for fish to approach them.
They typically live in herds of 2d6+3 tortoises, and if your heroes stumble upon a rocky beach with many giant boulders - they may have stumbled upon a herd of Rock Tortoises!
Lvl 6 huge
True DragonsThe dragon carries 100 × It's Level in gold. At the start of its turn, it consumes 50 gold it is touching and restores 5 × it's Level HP.
If you are poisoned, you get advantage instead of disadvantage. You have resistance to poison damage.
- •Rot Breath (recharge: 6).
All other creatures within range 9 must make a DC 13 Strength saving throw or suffer 6d6 poison damage and be poisoned (actions: 3). On a save, they take half damage.
- •Bite.2d20
Reach: 3. Then:
- •Puddle of Rot.
Cough up a puddle of rotten goop from your throat that coats a 3 × 3 area within range 12 and lasts until very carefully cleaned up. Creatures that start their turn in the area or enter it on their turns gain Poisoned (2 actions).
Rot Dragons live in tropical areas full of death. They thrive in swamps, especially swamps that poison creatures that pass through them. Traditional Green Dragons are an example of a Rot Dragon.
Lvl 1/3 small lizardfolk Minion
Silt RunnersCan move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.
- Claw.
1d6 slashing (minion rules).
Lvl 2 lizardfolk
Silt RunnersCan move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.
Can force other Silt Runners to Interpose for him. When another Silt Runner attacks during its Move, it adds 2 to the damage.
- •Claws.
1d6+1 slashing, then...
- •Bite.
1d6+6 piercing, on crit: gain half that in temp HP.
Lvl 5 small lizardfolk
Silt RunnersCan move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.
- •Mind Claws.
(Range 8) 2d6+4 slashing, on damage: Taunted.
- •Heavy Bite.
1d6+10 piercing, WIL DC 13 or Slowed for 1 minute.
- •Silt Blessing.
(Reach 2, Silt Runner only, concentration) the creature gains an aura with Reach 4: it provides Cover and ignores difficult terrain. When it Moves, every square traversed becomes silt as well.
Lvl 7 humanoid - artillery
SnakemenOn melee crit: Grapple (escape DC 10).
- •Shatter.
(Range: 12) 3d6 cold. On Crit: +20 damage (any die can crit against hampered targets).
- •Snow Blind.1d6 cold.
On hit: Blinded until the end of their next turn.
Made by SanityWithIn for Monster Monday Week 46: Cold-blooded.
Lvl 6 humanoid - brute
SnakemenOn melee crit: Grapple (escape DC 10).
Grappled targets are Dazed.
- •Double Slash.2d6+10
(rolls with advantage).
- •Spit.
(Range: 8) 2d6+10.
Made by SanityWithIn for Monster Monday Week 46: Cold-blooded.
Lvl 6 snake
At the end of their turns heroes must roll 1d4 to decide the number of actions they have in the next round.
- •Tail Whip.1d8+5
On hit: target is vulnerable to the next attack.
- •Bite.2d8+10
Lvl 11 huge
True DragonsThe dragon carries 100 × It's Level in gold. At the start of its turn, it consumes 50 gold it is touching and restores 5 × it's Level HP.
Contact with you grants the Digested Condition. You deal an additional X damage, where X is the times your target has been Digested this combat. Any healing removes all stacks of Digested Condition.
- •Ooze Breath (Recharge 5-6).
Creatures in a 10 square cone must make a DC 15 Wisdom saving throw or be surrounded by 4 ooze minions (D6 with Digestive Touch). On a save, they are flanked by 2 ooze minions (D6 with Digestive Touch).
- •Claw, claw, bite, bite! (4x).1d4
Reach: 3.
- •Digestive Blood.1d20
Reaction: When you are hit by a melee attack.