Monstery Monday Week 46 - Cold-blooded

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

Ectotherm.

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.

Do Not Touch Me!

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.

Dragons Greed.

The 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.

Master of Cold.

Attacks against hampered enemies have advantage. You have resistance to cold damage.

Choose one.
  • 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.

Dragons Greed.

The 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.

Embodiment of Corrosion.

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.

Choose one.
  • 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.

Draconic Analogy.

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.

Aura of Fear.

Allies are Frightened of you.

Choose one.
  • 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)

Ectotherm.

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.

Forgetful Touch.

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.

Ectotherm.

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.

Ambush Predator.

You always attack first.

At the start of your turn, Jump! Then, either Jump! again or Bite.
  • 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.

Dragons Greed.

The 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.

Mantle of Lightning .

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.

Choose one.
  • 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.

Ectotherm.

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.

Moth of Moon...

During the night, you gain heavy armor and can cast two of your spells on your turn.

...and Sun.

During the day, you lose your medium armor and can attack twice on your turn.

Choose one attack and cast one spell.
  • 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.

Ectotherm.

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.

Ambush Predator.

You always act first.

Choose one.
  • 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!

Ectotherm.

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.

Rocky Shell.

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.

Choose one.
  • 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!

Dragons Greed.

The 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.

Living Rot.

If you are poisoned, you get advantage instead of disadvantage. You have resistance to poison damage.

Choose one.
  • 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 Runners
15
Silt Run.

Can 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).

1532
Silt Run.

Can move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.

Tribe Control.

Can force other Silt Runners to Interpose for him. When another Silt Runner attacks during its Move, it adds 2 to the damage.

Choose one.
  • Claws.

    1d6+1 slashing, then...

  • Bite.

    1d6+6 piercing, on crit: gain half that in temp HP.

Lvl 5 small lizardfolk

Silt Runners
1560
Silt Run.

Can move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.

Choose either of the first two, then Silt Blessing.
  • 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

Snakemen
70
Coiling Strike.

On melee crit: Grapple (escape DC 10).

Choose one.
  • 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

Snakemen
M50
Coiling Strike.

On melee crit: Grapple (escape DC 10).

Cold Embrace.

Grappled targets are Dazed.

Choose one.
  • 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

60
Perplexing Glare.

At the end of their turns heroes must roll 1d4 to decide the number of actions they have in the next round.

Choose one.
  • Tail Whip.1d8+5

    On hit: target is vulnerable to the next attack.

  • Bite.2d8+10
Dragons Greed.

The 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.

Digestive Touch.

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.

Choose either Ooze Breath or Claw, claw, bite, bite!
  • 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.