SanityWithIn

SanityWithIn

Animated Armor
H20

Armor: Heavy

Speed: 6

HP: 20

Lvl 2 construct - lurker
Animated Objects:False Appearance.Indistinguishable from a normal object until it moves.
ACTIONS:
  • Slam (2x).1d8+1 bludgeoning.

Made by SanityWithIn for Monster Monday Week 21: Constructs.

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Animated Armor Piece (Minion)
61

Fly: 6

HP: 1

Lvl 5 small construct - minion
Animated Objects:False Appearance.Indistinguishable from a normal object until it moves.
ACTIONS:
  • Slam.1d8 bludgeoning (can't crit).

Made by SanityWithIn for Monster Monday Week 21: Constructs.

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Animated Ceremonial Armor
H12

Armor: Heavy

Speed: 6

HP: 12

Lvl 5 construct - lurker
Animated Objects:False Appearance.Indistinguishable from a normal object until it moves.
Mirror Polish.Reflects Ranged Cantrips. Mirror Polish is lost when bloodied.
ACTIONS:
  • Slam (2x).1d8+6 bludgeoning.

Made by SanityWithIn for Monster Monday Week 21: Constructs.

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Animated Tuba
M640

Armor: Medium

Fly: 6

Speed: 6

HP: 40

Lvl 4 small construct - lurker
Animated Objects:False Appearance.Indistinguishable from a normal object until it moves.
Blocking sight.While riding a creature, that creature is blinded.
ACTIONS: Choose one.
  • Descent.2d4+8. On hit: Riding (escape DC 12).
  • Sound Blast.2d4+8 On damage: Dazed. While Riding: Can't miss and can't be defended against.

Made by SanityWithIn for Monster Monday Week 20: Sound.

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Ankylosaurus
M68

Armor: Medium

Speed: 6

HP: 68

Lvl 7 huge dinosaur - soldier
ACTIONS:
  • Tail.(Reach: 2) 4d6+4 bludgeoning. On damage: Daze.

Made by SanityWithIn for Monster Monday Week 14: Time.

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Awakened Cactus
60

Speed: 6

HP: 60

Lvl 4 plant - lurker
Damage Interactions.Cold (V)
False Appearance.Indistinguishable from a normal cactus until it moves.
ACTIONS: Choose one.
  • Slam.2d6+10 bludgeoning.
  • Needles (1 Use).(Reach: cone 4) 4d6+10 piercing or half on DC 12 DEX save.

Made by SanityWithIn for Monster Monday Week 18: Plant.

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Awakened Palm Tree
50

Speed: 6

HP: 50

Lvl 3 large plant - lurker
Damage Interactions.Fire (V)
False Appearance.Indistinguishable from a normal palm tree until it moves.
Coconuts! (1/turn).Drops a coconut on adjacent enemies when hit (1d6+3).
ACTIONS: Choose one.
  • Coconut.(Reach: 6) 1d6+3 bludgeoning.
  • Slam.1d6+6 bludgeoning.

Made by SanityWithIn for Monster Monday Week 26: Island.

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Banshee
H645

Armor: Heavy

Fly: 6

Speed: 6

HP: 45

Lvl 8 undead - controller
Damage Interactions.Cold (I), Necrotic (I), Poison (I)
Incorporeal.Can move through objects and other creatures. Living creatures touched this way take 3 psychic damage.
ACTIONS: Choose one.
  • Corrupting Touch.1d4+16 necrotic. On damage: 1 wound.
  • Horrifying Visage.(Living creatures in Reach: 6) DC 13 WIS Save or Frightened 1 turn and must use 1 action to move as far away as possible.
  • Wail (1 Use).(Living creatures in Reach: 6) DC 13 STR save or reduced to 0HP.

Made by SanityWithIn for Monster Monday Week 20: Sound.

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Battlefield Cleric
M20

Armor: Medium

Speed: 6

HP: 20

Lvl 3 humanoid - soldier/leader
ACTIONS: Choose twice.
  • Mace to the face.1d8+2. On crit: Dazed.
  • Shield of Faith.(Reach: 6) Target gains Heavy Armor (concentration: Up to 1 min).

Made by SanityWithIn for Monster Monday Week 29: Support.

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Bearded Devil
M50

Armor: Medium

Speed: 6

HP: 50

Lvl 7 fiend (devil) - brute, medium
Damage Interactions.Fire (I), Poison (I)
Bearded Frenzy.While bloodied attacks deal an additional 5 poison damage.
ACTIONS:
  • Glaive (2x).(Reach: 2) 1d10+5. On damage: Can't be healed for 1 round.

Made by SanityWithIn for Monster Monday Week 27: Fiends.

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Binding Mummy
1

Speed: 6

HP: 1

Lvl 5 undead - minion
Damage Interactions.Necrotic (I), Poison (I), Fire (V)
ACTIONS:
  • Binding Wraps.(Reach: 3) 1d6 bludgeoning (can't crit). On hit: Grappled (escape DC 12).

Made by SanityWithIn for Monster Monday Week 7: Desert.

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Chain Devil
H90

Armor: Heavy

Speed: 6

HP: 90

Lvl 12 fiend (devil) - Controller, medium
Damage Interactions.Fire (I), Poison (I)
Infernal Jailor.Attacks also damage other restrained enemies.
ACTIONS:
  • Chains (3x).(Reach: 4) 2d6+4. On damage: Restrained (escape DC 14).

Made by SanityWithIn for Monster Monday Week 27: Fiends.

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Cloudkin Minion

Speed: 6

Lvl 1/3 elemental - minion
Explodes.On death: Adjacent enemies are wet. (Wet: Can't defend against lightning damage.)
ACTIONS: Choose one.
  • Shock.1d6 lightning (follows minion rules).

Made by SanityWithIn for Monster Monday Week 30: Cloud.

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Crystal Guardian
80

Speed: 6

HP: 80

Lvl 6 large construct - brute
Invulnerable.Immune to damage until crit.
ACTIONS:
  • Powerful Slam.(Reach:2) 2d6+10. on hit: Knockback 2

Made by SanityWithIn for Monster Monday Week 28: Forsaken Ruins.

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Dark Sword Sage
875

Speed: 8

HP: 75

Lvl 10 humanoid - skirmisher
Shadow Stance.Teleport 8 after being hit.
Pheonix Stance.Attacks deal 3 extra fire damage.
ACTIONS: Choose twice.
  • Enter Stance (2 Uses).Enter Shadow or Phoenix Stance (concentration: Up to 1 min).
  • Viper Strike.2d6+2 slashing. On damage: Poisoned (DC 15 STR save ends).
  • Searing Blade.2d6+7 fire.

Made by SanityWithIn for Monster Monday Week 24: Magic.

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Dire Wolf
45

Speed: 6

HP: 45

Lvl 3 large animal - brute
Pack Tactics.Advantage against creatures, if an ally is adjacent to it.
ACTIONS:
  • Bite.2d6+6 piercing. On crit: Grappled (escape DC 13).

Made by SanityWithIn for Monster Monday Week 9: Forest.

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Drunkard (Minion)
1

Speed: 6

HP: 1

Lvl 1/4 humanoid - minion
Drunkards:Drunk.Falls prone when missing with an attack.
ACTIONS:
  • Punch.1d4 (follows minion rules).

Made by SanityWithIn for Monster Monday Week 17: City.

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Drunken Fist
50

Speed: 6

HP: 50

Lvl 5 humanoid - brute
Drunkards:Drunk.Falls prone when missing with an attack.
Drunken Master.Ignores disadvantage on all attacks and has Heavy Armor while prone.
ACTIONS: Choose one.
  • Swift Fists (2x).1d8+5
  • Backflip.2d8+12. On hit: No longer prone. (Can only be used while prone)

Made by SanityWithIn for Monster Monday Week 17: City.

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Drunken Mage
33

Speed: 6

HP: 33

Lvl 3 humanoid - controller
Drunkards:Drunk.Falls prone when missing with an attack.
ACTIONS: Choose one.
  • Razorwind.1d4+2 slashing (Vicious) Also damages up to 1 adjacent target.
  • Grease.(2x2 area in Range: 6) DC 10 DEX save or prone.

Made by SanityWithIn for Monster Monday Week 17: City.

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Drunk Patron
18

Speed: 6

HP: 18

Lvl 1/2 humanoid - brute
Drunkards:Drunk.Falls prone when missing with an attack.
ACTIONS:
  • Improvised Weapon.1d6+3. On crit: The weapon breaks.

Made by SanityWithIn for Monster Monday Week 17: City.

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Dwarven Berserker
580

Speed: 5

HP: 80

Lvl 6 humanoid (dwarf) - brute
Intensifying Fury.Roll an additional 1d8 on every attack for every time the Dwarven Berserker raged.
ACTIONS: Choose one.
  • Adamant Rage (3 Uses).Gain Heavy Armor for 1 round.
  • Axe Swing.1d12+4 slashing.
  • Side Axe (2 Uses).(Range: 2-4) 1d6+4 slashing.

Made by SanityWithIn for Monster Monday Week 3: Humanoids/NPCs.

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Elite Skeleton Archer
M45

Armor: Medium

Speed: 6

HP: 45

Lvl 5 undead - elite artillery
Damage Interactions.Necrotic (I), Poison (I), Bludgeoning (V), Radiant(V).
Steady Aim.Skip movement to gain Advantage on ranged attacks this turn.
ACTIONS: Choose one.
  • Longbow.(Range: 2-12) 1d8+3 piercing.
  • Lightning Arrow (2 Uses).(Range: 2-12) 4d6+3 lightning.
  • Dagger.1d4+2 piercing.

Made by SanityWithIn for Monster Monday Week 1: Undead.

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Ettin Mage
M90

Armor: Medium

Speed: 6

HP: 90

Lvl 10 large humanoid (giant) - artillery/brute
Ettin:Two heads are better than one.Ettins ignore blindness and mind affecting conditions that last 1 turn or less.
ACTIONS: Choose one for each head.
  • (H1) Battle Mace.1d10+5 bludgeoning.
  • (H1) Heavy Swing.1d6+5 bludgeoning. On hit: Knockback 2.
  • (H1) Taunt.(Reach: 8) taunt a hero in reach.
  • ....................................................................
  • (H2) Flaming Fist.2d6+3 fire.
  • (H2) Flame Dart.(Range: 2-8) 1d10+5 fire.
  • (H2) Pyroclasm (1 Use).(Reach: 3) Other creatures within reach take 6d10 fire or half on a DC 15 DEX save.

Made by SanityWithIn for Monster Monday Week 11: Duality.

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Ettin Shaman
M80

Armor: Medium

Speed: 6

HP: 80

Lvl 10 large humanoid (giant) - artillery/brute
Ettin:Two heads are better than one.Ettins ignore blindness and mind affecting conditions that last 1 turn or less.
ACTIONS: Choose one for each head.
  • (H1) Battle Mace.1d10+5 bludgeoning.
  • (H1) Heavy Swing.1d6+5 bludgeoning. On hit: Knockback 2.
  • (H1) Taunt.(Reach: 8) taunt a hero in reach.
  • ....................................................................
  • (H2) Zap.(Range: 2-12) 2d8+8 lightning. On miss. Deals the damage to itself.
  • (H2) Heal.(Reach: 4) heal 2d6+5.
  • (H2) Mass Heal (1 Use).(Reach: 3) Allies within reach heal 4d6 and 1 negative condition.

Made by SanityWithIn for Monster Monday Week 11: Duality.

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Fleshcrafter
60

Speed: 6

HP: 60

Lvl 5 humanoid - leader
ACTIONS: Choose one.
  • Create.(Reach: 6) Summon 2 Skeleton Minions (size: d4) within reach.
  • Improve.(Reach: 6) Turn target Skeleton Minion into a lvl 1/2 Zombie.
  • Perfect.(Reach: 6) Turn target Zombie into a Ghoul (It gains +5hp and Sickening Claw)

(Sickening Claw. 1d4+8. On damage: Dazed.) Made by SanityWithIn for Monster Monday Week 29: Support.

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Frost Giant Barbarian
8140

Speed: 8

HP: 140

Lvl 13 huge giant - soldier
Damage Interactions.Cold (I), Fire (V)
Enrage.Heavy Armor while bloodied.
ACTIONS: Choose one.
  • Greataxe (2x).(Reach: 2) 2d12+12 slashing.
  • Snowball.(Range: 12) 1d4+26 cold. On crit: Dazed.

Made by SanityWithIn for Monster Monday Week 15: Arctic.

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Frost Giant Shaman
8160

Speed: 8

HP: 160

Lvl 15 huge giant - controller
Damage Interactions.Cold (I), Fire (V)
ACTIONS: Choose one.
  • Freezing Ray (2x).(Range: 12) DC 18 STR save or 3d6+12 cold and restrained 1 turn.
  • Snowblind.(Reach: 2) 6d6+12. On hit: Blinded 1 turn.
  • Glacier Strike (2 Uses).(2x2 area in range: 12) d66 bludgeoning to creatures in that area. Creatures adjacent to that area take half a smuch. The entire area permanently becomes difficult terrain.

Made by SanityWithIn for Monster Monday Week 15: Arctic.

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Gambling Mound
H120

Armor: Heavy

Speed: 6

HP: 120

Lvl 10 large plant - soldier
Damage Interactions.Lightning (I)
Golden Carapace.On crit: Armor degrades to Medium, then None. Drops 100 gold each time armor degrades.
ACTIONS: Roll 5d6 then choose one based on the outcome (if possible)
  • Pair - Slam.(Reach: 2) 2d8+12 bludgeoning.
  • Two Pairs - Arc Lightning.(Range: 12) 4d8 lightning. The bolt also strikes the next closest creature to the target.
  • Three of a Kind - Magnetic Discharge.(Reach: 2) 2d8+8 lightning to others within reach (can't miss).
  • Four of a Kind - Slam (2x).(Reach: 2) 2d8+12 bludgeoning.
  • Full House - Restock.Resets Armor to Heavy
  • Straight - Railgun.(Reach: Line 12) 8d8 lightning or half on a DC 15 DEX save.
  • Five of a Kind - Jackpot!Choose two other options.

Made by SanityWithIn for Monster Monday Week 18: Plant.

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Gnome Illusionist
45

Speed: 6

HP: 45

Lvl 5 small humanoid (gnome) - controller
Alternative Movement.Teleport 6.
Fata Morgana (1/round).When an ally would be hit you may instead teleport them 4 spaces (where they really were all long!).
ACTIONS: Choose one.
  • Colorful Ray (2x).(Range: 8) DC 13 INT save or Blinded 1 turn.
  • Dreadful Vision.(Others in reach: 4) DC 13 INT save or Frightened 1 turn.

Made by SanityWithIn for Monster Monday Week 16: Illusion.

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Gnome Shadowcrafter
60

Speed: 6

HP: 60

Lvl 8 small humanoid (gnome) - artillery
Alternative Movement.Shadowstep 6.
Tormentor.Enemies suffering from a condition roll their saves with disadvantage against you.
ACTIONS: Choose one.
  • Ignite?(Range: 8) 4d10 psychic or half on a DC 14 INT save.
  • Fireball? (2 Uses).(3x3 area in range: 8) d44 psychic or half on DC 14 INT save.

Made by SanityWithIn for Monster Monday Week 16: Illusion.

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Guardian Mummy
60

Speed: 6

HP: 60

Lvl 5 undead - soldier
Plunderers Curse.Attacks inflict Mummy Rot upon creatures that have stolen from the Mummy's tomb.
Mummy Rot.Creatures cursed by Mummy Rot can't heal wounds and gain 1 wound every day. When they die their body turns to sand. The curse lasts until removed by curse breaking magic.
ACTIONS: Choose one.
  • Rotten Fist.2d6+4 necrotic. On crit: Dazed.
  • Binding Wraps (2x).(Reach: 3) 1d4 bludgeoning. On hit: Grappled (escape DC 12).

Made by SanityWithIn for Monster Monday Week 7: Desert.

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Guard Skeleton
M30

Armor: Medium

Speed: 6

HP: 30

Lvl 3 undead - soldier
Damage Interactions.Necrotic (I), Poison (I), Bludgeoning (V), Radiant(V).
Guard Instinct (1 Use).Interpose like a hero.
Blooodied.At 15HP the Guard Skeletons shield breaks and it loses its Medium Armor.
ACTIONS: Choose one.
  • Rusty Short Sword.1d6+2 slashing + 1d4 poison.
  • Javelin (3 Uses).(Range: 6) 1d6+2 piercing.

Made by SanityWithIn for Monster Monday Week 1: Undead.

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Harpy
638

Fly: 6

Speed: 6

HP: 38

Lvl 3 monstrosity - controller
Luring Song (concentration).Creatures hearing the Luring Song are charmed unless they succeed on a DC 11 WIL save. Charmed creatures retry when damaged.
ACTIONS: Choose twice.
  • Claw.2d4+1
  • Beckon.A charmed creature uses 1 action to move towards you (counts as a reaction).
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Hobgoblin Blazer
30

Speed: 6

HP: 30

Lvl 5 humanoid (goblinoid) - artillery
Hobgoblins:Hammer the Gap.As a reaction you may attack a hero damaged by an ally (1/round).
ACTIONS: Choose one.
  • Blazing Crossbow.(Range: 2-12) 1d10 piercing + 1d6 fire.
  • Shortsword.1d6+2 slashing.
  • Explosive Boolt (1 Use).6d6 fire. DC 12 Dex save for half.

Made by SanityWithIn

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Hobgoblin Captain (Elite)
H45

Armor: Heavy

Speed: 6

HP: 45

Lvl 5 humanoid (goblinoid) - leader
Hobgoblins:Hammer the Gap.As a reaction you may attack a hero damaged by an ally (1/round).
Inspiring Presence.Allies within 12 spaces have advantage on saves.
ACTIONS: Choose twice.
  • Greatsword.2d6+3 slashing.
  • Longbow.(Range: 2-12) 1d8+2 piercing.
  • Commanding Shout.An Ally within 6 spaces moves withoout provoking opportunity attacks.

Made by SanityWithIn

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Hobgoblin Devastator
25

Speed: 6

HP: 25

Lvl 5 humanoid (goblinoid) - artillery
Resistances.Fire.
Army Arcana.Allies automaticall save and take no damage from your spells.
ACTIONS: Choose one.
  • Quarterstaff.1d6+1 bludgeoning.
  • Devastating Bolt.(Range: 2-12) 2d4+2 force. On crit: Target is knocked prone.
  • Fireball (2 Uses).(3x3 area within range: 12) 8d6 fire. DC 11 Dex save for half.
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Hobgoblin Shieldguard
45

Speed: 6

HP: 45

Lvl 5 humanoid (goblinoid) - soldier
Hobgoblins:Hammer the Gap.As a reaction you may attack a hero damaged by an ally (1/round).
ACTIONS: Choose twice.
  • Shield Bash.1d6+3 bludgeoning. On damage: Prone.
  • Longsword.1d8+3 slashing.
  • Shield Charge (1 Use).Move up to 6 in a line. Then forcefully move an adjacent creature by the same distance. DC 13 STR save for half distance.
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Huge Ochre Jelly
H60

Armor: Heavy

Speed: 6

HP: 60

Lvl 5 huge ooze - brute
Damage Interactions.Slashing (I), Lightning (I), Acid (R), Bludgeoning (V).
Split.Whenever a medium or larger Jelly would be subject to lightning or physical damage it splits into two smaller Jellies with half HP each.
ACTIONS:
  • Pseudopod.2d6+2 bludgeoning + 1d6 acid.

Made by SanityWithIn for Monster Monday Week 5: Dungeon.

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Level 12 Solo Medium Celestial - Brute
H200
ALL++

Armor: Heavy

HP: 200

Saves: ALL++

Justice Archon
Radiance Aura.(Reach: 6) Creatures within reach take 5 radiant damage at the start of their turns.
Divine Intervention (3 Uses).Justce Archon can automatically succeed on any save by skipping their next turn. The Radiance Aura is surpressed until their next turn.
ACTIONS: After each hero's turn, choose one.
  • Move.Fly up to 18 or teleport up to 12 spaces.
  • Shining Blade.4d6 slashing + 10 radiant. On crit: Blinded 1 turn.
  • Planar Aid (1 Use).Summon two Hound Archons.
  • Scales of Judgement (1 Use).(Reach: 6) A creature within reach loses half their current life rounded down. Justice Archon or another creature within reach heals by the same amount.

BLOODIED: At 100HP Planar Aid recharges.

LAST STAND: Justice Archon is dying! 50 more damage and it dies. Scales of Judgment recharges, but can't heal Justice Archon.

Made by SanityWithIn for Monster Monday Week 2: Scales.

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Kobold Trapper
12

Speed: 6

HP: 12

Lvl 2 small humanoid (kobold) - lurker
Pack Tactics.Advantage on attack rolls against heroes adjacent to an allied Kobold.
Spike Trap (1 Use).When a creature moves adjacent. 2d4+4 piercing. On crit: Restrained and can't use reactions for 1 turn.
ACTIONS: Choose one.
  • Shortbow.(Range: 2-12) 1d4+2 piercing.
  • Claw.1d4 slashing.

Made by SanityWithIn for Monster Monday Week 2: Scales.

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Large Scarab Swarm
H20

Armor: Heavy

Speed: 6

HP: 20

Lvl 5 large swarm of tiny beasts - brute
Damage Interactions.Piercing (I), Fire (V)
Swarm.A swarm can occupy another creature's space and vice versa.
On death.Transform into a Medium Scarab Swarm.
ACTIONS:
  • Thousand Bites.2d6+2 piercing against all enemies in this creatures space.
  • Devour Flesh (1 Use).On crit: 1 wound.

Made by SanityWithIn for Monster Monday Week 7: Desert.

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Large Star Elemental
H870

Armor: Heavy

Fly: 8

Speed: 6

HP: 70

Lvl 10 large elemental - soldier
Damage Interactions.Lightning (I), Bludgeoning (R)
Magnetizing Aura.(Reach 3) heroes within reach are magnetized and slowed.
ACTIONS: Choose one.
  • Slam.2d8+4 bludgeoning.
  • Attract.Magnetized heroes within 12 spaces are pulled 6 spaces towards the Large Star Elemental (this counts as forced movement).

Made by SanityWithIn for Monster Monday Week 6: Gravity.

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Leech
48

Swim: 4

Speed: 6

HP: 8

Lvl 1/4 tiny beast - lurker
Leech:Clingy.Remains Riding until crit or taking fire damage.
ACTIONS:
  • Bite.1d4+1. On hit: Riding.

Made by SanityWithIn for Monster Monday Week 13: Swamp.

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Leprechaun
68

Speed: 6

HP: 68

Lvl 8 small fey - leader
Magic Resistance.Heavy Armor against magical attacks and advantage on saves against spells.
Lucky Charm.(Reach: 6) the Leprechaun and ALL creatures within reach roll with advantage.
ACTIONS: Choose one.
  • Lucky Strike.4d4+4 bludgeoning (vicious).
  • Invisibility (2 Uses).Invisible while concentrating.
  • Rainbow Slide (1 Use).The Leprechaun teleports to their pot of gold, leaving behind a rainbow trail.

Made by SanityWithIn for Monster Monday Week 12: Fey.

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Magma Mephit
622

Fly: 6

Speed: 6

HP: 22

Lvl 1 small elemental - brute
Magma Mephit:Explosive Death.Explode on death, dealing 2d6 fire to creatures within reach 1.
ACTIONS:
  • Claws (2x).1d6+1 fire.

Made by SanityWithIn for Monster Monday Week 23: Volcano.

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Magma Mephit Caller
622

Fly: 6

Speed: 6

HP: 22

Lvl 3 small elemental - artillery
Magma Mephit:Explosive Death.Explode on death, dealing 2d6 fire to creatures within reach 1.
ACTIONS: Choose twice.
  • Magma Ball.(Reach: 4) 1d6+3 fire.
  • Backup! (1 Use).Summon 2 Magma Mephits (they teleport back home when bloodied).

Made by SanityWithIn for Monster Monday Week 23: Volcano.

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Magma Mephit Firespitter
622

Fly: 6

Speed: 6

HP: 22

Lvl 2 elemental - artillery
Magma Mephit:Explosive Death.Explode on death, dealing 2d6 fire to creatures within reach 1.
ACTIONS: Choose one.
  • Magma Ball (2x).(Reach: 4) 1d6+2 fire
  • Fire Breath (1 Use).(Cone 4) DC 12 DEX save or 4d6 fire, half on save.

Made by SanityWithIn for Monster Monday Week 23: Volcano.

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Mana Leech
430

Swim: 4

Speed: 6

HP: 30

Lvl 3 tiny beast - lurker
Leech:Clingy.Remains Riding until crit or taking fire damage.
Alternative Movement.Teleport 4 (with a loud bang).
Unstable.When hit by a spell: The caster invokes chaos.
ACTIONS:
  • Mana Suck.1d4+1. Damages mana and health. On hit: Riding.

Made by SanityWithIn for Monster Monday Week 13: Swamp.

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Medium Scarab Swarm
H10

Armor: Heavy

Speed: 6

HP: 10

Lvl 3 swarm of tiny beasts - brute
Damage Interactions.Piercing (I), Fire (V)
Swarm.A swarm can occupy another creature's space and vice versa
ACTIONS:
  • Houndred Bites.1d6+1 piercing against all enemies in this creatures space.

Made by SanityWithIn for Monster Monday Week 7: Desert.

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Medium Star Elemental
M850

Armor: Medium

Fly: 8

Speed: 6

HP: 50

Lvl 8 elemental - soldier
Damage Interactions.Lightning (I), Bludgeoning (R)
Magnetizing.Magnetize heroes hitting or hit by Medium Star Elemental in melee.
ACTIONS: Choose one.
  • Slam.2d8+4 bludgeoning.
  • Attract.Magnetized heroes within 12 spaces are pulled 6 spaces towards the Medium Start Elemental (this counts as forced movement).

Made by SanityWithIn for Monster Monday Week 6: Gravity.

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Minotaur
80

Speed: 6

HP: 80

Lvl 6 large monstrosity - brute
Labyrinthian Walk.A Minotaur can move and stand freely on Labyrinth Walls, seemingly ignoring gravity.
Enrage.While bloodied attacks made against and from a Minotaur have advantage.
ACTIONS: Choose twice.
  • Charge.1d8+5 piercing. On damage: Push 2 (can only be used after moving at least 2 spaces in a straight line).
  • Battle Axe.1d12+3 slashing.
  • Labyrinthian Wall (1 Use).The Minotaur summons 4 segments of Labyrinth Wall from the ground. Each segment is 2 spaces wide and 4 spaces tall (creatures occupying those squares are safely lifted up with the wall).

Made by SanityWithIn for Monster Monday Week 10: Mythology.

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Parrot
630

Fly: 6

Speed: 6

HP: 30

Lvl 3 small animal - skirmisher
Agile.Immune to Opportunity Attacks.
Mimicry (1/round).If a parrot hears a tier 1 or lower spell being cast, it learns the spell (It starts combat knowing Vicious Mockery).
ACTIONS: Choose one.
  • Rah! bracadabra.Cast a spell learned via Mimicry.
  • Peck.1d6+3.

Made by SanityWithIn for Monster Monday Week 26: Island.

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Pirate
26

Speed: 6

HP: 26

Lvl 1 humanoid - brute
Pirates:Dirty Fighting.Attacks daze on crit.
ACTIONS:
  • Cutlass (2x).1d6+2.

Made by SanityWithIn for Monster Monday Week 26: Island.

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Pirate Captain
40

Speed: 6

HP: 40

Lvl 4 humanoid - leader
Pirates:Dirty Fighting.Attacks daze on crit.
Parry.Treat attacks against you that roll 2 as a miss.
ACTIONS: Choose one.
  • Cutlass (2x).1d6+4.
  • Flintlock (1 Use).(Reach: 4) 3d6+10 (any die can crit).
  • All hands on deck!Call 2 Sailor Minions to the fight.

Made by SanityWithIn for Monster Monday Week 26: Island.

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Pirate First Mate
40

Speed: 6

HP: 40

Lvl 3 humanoid - soldier
Pirates:Dirty Fighting.Attacks daze on crit.
Parry.Treat attacks against you that roll 2 as a miss.
ACTIONS: Choose one.
  • Cutlass (2x).1d6+4.
  • Taunt.(Reach: 6) Target is taunted.

Made by SanityWithIn for Monster Monday Week 26: Island.

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Pirate Galehand
30

Speed: 6

HP: 30

Lvl 3 humanoid - controller
Pirates:Dirty Fighting.Attacks daze on crit.
Wind Barrier.Heavy armor against ranged attacks.
ACTIONS: Choose one.
  • Gale (2x).(Range: 12) 1d4+3 slashing. On damage: Knockback Primary Die spaces.
  • Sweep (1 Use).(2x2 area in Range: 12) DC 11 STR check or prone.

Made by SanityWithIn for Monster Monday Week 26: Island.

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Pirate Lookout
26

Speed: 6

HP: 26

Lvl 2 humanoid - artillery
Pirates:Dirty Fighting.Attacks daze on crit.
Alternative Movement.Climb 6.
ACTIONS: Choose one.
  • Crossbow.(Range: 8) 4d4+2.
  • Dagger (2x).1d4+2.

Made by SanityWithIn for Monster Monday Week 26: Island.

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Poorly animated armor
H16

Armor: Heavy

Speed: 6

HP: 16

Lvl 1 construct - lurker
Animated Objects:False Appearance.Indistinguishable from a normal object until it moves.
Disintegrating Armor.Starts with Heavy Armor, on crit degrades to Medium, then none.
ACTIONS:
  • Slam.2d8+2 bludgeoning.

Made by SanityWithIn for Monster Monday Week 21: Constructs.

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Rakshasa
160

Speed: 6

HP: 160

Lvl 15 outsider - controller
Alternative Movement.Teleport.
Shapeshifter.Rakshasa can change their shape to any humanoid at will. The Illusion can only be pierced with True Sight.
Lesser Magic Immunity.Unaffected by Cantrips.
Major Illusion (1/round).When you would be hit you may instead teleport 6 spaces (where you really were all long!).
ACTIONS: Choose one.
  • Claw (2x).3d6+10 On Crit: Confused 1 turn (the GM spends your first action).
  • Horrific Visions.(3x3 area in Reach: 6) DC 17 INT save or frightened and d66 psychic, half on save.
  • Dominate.DC 17 WIL save or you spend 3 actions, 2 actions on save. (Cannot spend resources, they regain spent actions afterwards.)

Made by SanityWithIn for Monster Monday Week 25: Pride.

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Remorhaz
M195

Armor: Medium

Speed: 6

HP: 195

Lvl 17 huge monstrosity - lurker
Damage Interactions.Fire (I), Cold (I)
Alternative Movement.Burrow 6.
Heated Body.Melee attackers take 10 fire or 20, if swallowed.
ACTIONS: Choose one.
  • Bite.(Reach: 2) 1d4+42 fire. On crit: Swallowed (swallowed creatures ignore armor and can't miss).
  • Lavalash (1 Use).(Reach: Line 10) d88 fire or half on a DC 17 DEX save.

Made by SanityWithIn for Monster Monday Week 15: Arctic.

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Sailor
15

Speed: 6

HP: 15

Lvl 1/3 humanoid - brute
Pirates:Dirty Fighting.Attacks daze on crit.
ACTIONS:
  • Cutlass.1d6+3.

Made by SanityWithIn for Monster Monday Week 26: Island.

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Sailor Minion
1

Speed: 6

HP: 1

Lvl 1/4 humanoid - minion
Pirates:Dirty Fighting.Attacks daze on crit.
ACTIONS:
  • Cutlass.1d6 (does not explode on crit).

Made by SanityWithIn for Monster Monday Week 26: Island.

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Salamander Lavamancer
690

Swim: 6

Speed: 6

HP: 90

Lvl 10 large elemental - controller
Salamander:Heated Body.Fire (I), Cold (V). Grappled and Riding creatures take 5 fire damage every turn.
ACTIONS: Choose one.
  • Tail.(Reach: 2) 2d6+3. On hit: Grappled.
  • Lavalash.(Line: 8) 6d6 fire or half on DC 15 DEX save. Leaves cracked ground.
  • Eruption.d66 fire to creatures on cracked ground, or half on DC 17 DEX save. Removes cracked ground.

Made by SanityWithIn for Monster Monday Week 23: Volcano.

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Salamander warrior
690

Swim: 6

Speed: 6

HP: 90

Lvl 8 large elemental - soldier
Salamander:Heated Body.Fire (I), Cold (V). Grappled and Riding creatures take 5 fire damage every turn.
ACTIONS:
  • Tail.(Reach: 2) 2d6+3. On hit: Grappled. Then:
  • Trident.(Reach: 2) 2d6+3 piercing (vicious).

Made by SanityWithIn for Monster Monday Week 23: Volcano.

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Sand Elemental
80

Speed: 6

HP: 80

Lvl 8 large elemental - brute/controller
Earth Form.Heavy Armor. Immunge against forced movement.
Air Form.Flying 12. Ranged attacks against Sand Elemental have disadvantage.
ACTIONS: Choose one.
  • (Earth Form) Slam.2d10+4 bludgeoning.
  • (Earth Form) Desert Twister (1 Use).Sand Elemental assumes Air Form: Enemies within 3 spaces take 6d4+10 slashing damage and are blinded.
  • (Air Form) Gale.(Range: 12) 2d4+4 slashing. On crit: Blinded.
  • (Air Form) Sand Grip (1 Use).Sand Elemental assumes Earth Form and attacks: 6d10+4 and grappled (Escape DC 14).

Made by SanityWithIn for Monster Monday Week 7: Desert.

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Satyr Piper
30

Speed: 6

HP: 30

Lvl 3 fey - controller
Magic Resistance.Heavy Armor against magical attacks and advantage on saves against spells.
ACTIONS: Choose one.
  • Frightening Strain.1d4 psychic. On crit: Frightened 1 turn.
  • Gentle Lullaby.DC 13 WIL save or Dazed 2.
  • Ram.2d4+1 piercing.

Made by SanityWithIn for Monster Monday Week 12: Fey.

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Shadow Mastiff
34

Speed: 6

HP: 34

Lvl 4 monstrosity - skirmisher
Shadows:Shadow Blend.Invisible in Darkness.
Alternative Movement.Shadowstep 6.
ACTIONS:
  • Bite (2x).2d6+4 piercing. On crit: Prone.

Made by SanityWithIn for Monster Monday Week 22: Shadow.

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Shadow Mastiff Alpha
45

Speed: 6

HP: 45

Lvl 6 monstrosity - skirmisher
Shadows:Shadow Blend.Invisible in Darkness.
Alternative Movement.Shadowstep 6.
ACTIONS: Choose twice.
  • Bite.2d6+4 piercing. On crit: Prone.
  • Howl of the Night (1 Use).(Reach: 6) DC 13 WIS save or Frightened 1 turn. Also snuffs out nonmagical light sources in reach.

Made by SanityWithIn for Monster Monday Week 22: Shadow.

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Shadow Minion
61

Fly: 6

Speed: 6

HP: 1

Lvl 14 shadow - minion
One with darkness.Blindsense and immune to necrotic damage.
ACTIONS:
  • Corrupting Touch.1d12 necrotic.

Made by SanityWithIn for Monster Monday Week 22: Shadow.

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Skeleton Archer
23

Speed: 6

HP: 23

Lvl 5 undead - artillery
Damage Interactions.Necrotic (I), Poison (I), Bludgeoning (V), Radiant(V).
ACTIONS: Choose one.
  • Longbow.(Range: 2-12) 1d8+2 piercing.
  • Lightning Arrow (1 Use).(Range: 2-12) 4d6+2 lightning.
  • Dagger.1d4+2 piercing.

Made by SanityWithIn for Monster Monday Week 1: Undead.

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Star Lord
1242

Fly: 12

Speed: 6

HP: 42

Lvl 10 abberation - artillery
Damage Interactions.Lightning (R)
Abberrant Mind.Advantage on INT and WIL saves.
ACTIONS: Choose one.
  • Arc Lightning.(Range: 12) 3d8 lightning. Also strike the next closest magnetized target. If this attack misses Star Lord takes the damage instead.
  • Magnetic Discharge.(Range: 6) 2d8+8 lightning to a hero and all other creatures within 2 spaces. Can only be cast on a magnetized target, ending the condition.
  • Magnetokinesis (1 Use).(Reach: 12) forcefully move a magnetized target 6 spaces.

Made by SanityWithIn for Monster Monday Week 6: Gravity.

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Star Shard
1

Speed: 6

HP: 1

Lvl 8 elemental - minion
Damage Interactions.Lightning (I)
Magnetizing.Magnetize Heroes hitting or hit by Star Shard in melee.
ACTIONS:
  • Slam.1d8 bludgeoning (can't crit).

Made by SanityWithIn for Monster Monday Week 6: Gravity.

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Sword Sage
875

Speed: 8

HP: 75

Lvl 10 humanoid - skirmisher
Mind Stance.Add +1 to primary die rolls.
Wind Stance.Attacks become Reach: Line 6.
ACTIONS: Choose twice.
  • Enter Stance (2 Uses).Enter Mind or Wind Stance (concentration: Up to 1 min).
  • Perfect Strike.1d8+6. Can't be defended against.
  • Comet Strike.1d4+12. On crit: Dazed.

Made by SanityWithIn for Monster Monday Week 24: Magic.

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Tempest Druid
80

Speed: 6

HP: 80

Lvl 10 humanoid - skirmisher
Beastshift.Has Flying in avian form and Medium Armor in lupine form.
ACTIONS: Choose one.
  • Air Cutter (2x).(Range: 12) 2d4+5 slashing.
  • Thunderfang.2d8+10 lightning (ignoring metal armor).
  • Windshift (1 Use).(Reach: 3) Others in reach are knocked back 4 spaces and take d44 slashing or half on a DC 13 DEX save. Shift into avian Form.
  • Lightningshift (1 Use).(3x3 area in Range: 12) Teleport to a space within the area. Others in the area take 4d8+8 lightning. Shift into lupine form.

Made by SanityWithIn for Monster Monday Week 24: Magic.

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Level 6 Solo Medium Human
M150
DEX+ WIL++

Armor: Medium

HP: 150

Saves: DEX+ WIL++

The Pied Piper
Summon Rats.At the start of each round summon two 1d4 rat minions for every hero. They only act when commanded.
Encore (1 Use).Force a creature to repeat its last action for free. You may choose new targets.
ACTIONS: After each hero's turn, move 4 then choose one.
  • Command.Command your rat minions to move and attack.
  • Vicious Threat (2x).(Range: 12) 2d4+4 psychic. On hit: Frightened for 1 turn.
  • Captivating Melody (1 Use).(Others in Reach: 6) DC 13 INT save or Confused 1 turn (the GM spends your first action).
  • Reprise.Recharge one of your limited use abilities.

BLOODIED: At 75HP summon two 1d4 rat minions for every hero.

LAST STAND: The Pied Piper is dying! 60 more damage and he dies. Until then creatures frightened or confused by him gain the other condition as well.

Made by SanityWithIn for Monster Monday Week 20: Sound.

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Level 3 Solo Gargantuan Plant
H100
DEX-

Armor: Heavy

HP: 100

Saves: DEX-

The Pumpking
Rooted.Can't move.
Soulbound.All damage dealt to an Essence Core is also dealt to the Pumpking. Skips a turn whenever an Essence Core gets destroyed. Essence Cores have 30HP no armor and are hidden in some of the pumpkins on the pumpkin patch.
ACTIONS: After each hero's turn, choose one.
  • Summon Tendrils (1 Use).(Reach: 12) Summon 2 Tendrils.
  • Move Tendril.Teleport a tendril up to 4 spaces.
  • Lashout.Each Tendril attacks a target within Reach 2 for 2d6 slashing. On Crit: Grappled (Escape DC 12).
  • Pumpkin Smash.(Reach: 6) 2d8+5. On damage: Prone.

BLOODIED: At 50HP Summon Tendrils recharges.

LAST STAND: Pumpking is dying! 30 more damage and it dies. Until then attacks deal 1d6 additional necrotic.

Made by SanityWithIn for Monster Monday Week 8: Halloween.

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Level 5 Solo Large Monstrosity
150
INT+ WIL+

HP: 150

Saves: INT+ WIL+

The Sphinx
Enigma.The Sphinx can not be assessed.
Riddled Defenses.The Sphinx is immune against all damage that does not answer the current riddle.
Wrong Answer (1/round).When the Sphinx is hit by a damage type it is immune to, increase its damage dice by one size (d4->d6->d8->d10->d12->d20).
ACTIONS: After each hero's turn, choose one.
  • Riddle (1/round).The Sphinx tells a riddle which answer corresponds to a damage type.
  • Identify.Move up to 8 and assess a hero. The sphinx identifies one of their visible magic items.
  • Extract Knowledge.(Reach: 6) 2d4+7 psychic. On hit: The Sphinx learns one Secret about the target.
  • Impatient Swipe (2x).Move up to 4 ,then attack for 2d4+7 slashing.

BLOODIED: At 75HP the Sphinx uses Extract Knowledge against all heroes (ignoring the range limit).

LAST STAND: The Sphinx deems the heroes worthy! It recovers all HP, stops being hostile and rewards the heroes with secret informations about one topic of their choice.

Made by SanityWithIn for Monster Monday Week 7: Desert.

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Thought Crusher
M6150

Armor: Medium

Fly: 6

Speed: 6

HP: 150

Lvl 16 aberration - controller
Aberrant Mind.Reflects psychic damage.
Puppet Master (1/round).A dazed target moves and interposes for you (for free).
ACTIONS: Choose one.
  • Tentacles (2x).2d10+10. On damage: dazed and grappled (escape DC 18).
  • Devour.(grappled target) 2 wounds, half on a DC 18 INT save.
  • Mind Blast (1 Use).(Reach: Cone 6) Dazed and d44+18 psychic, half on a DC 18 INT save.

Made by SanityWithIn for Monster Monday Week 31: Aberrations.

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Triceratops
10104

Speed: 10

HP: 104

Lvl 9 huge dinosaur - brute
Trample.Can move through spaces occupied by medium or smaller creatures; Dealing 10 bludgeoning to them on its way.
ACTIONS:
  • Gore.4d8+6 piercing. On damage: Knockback primary die spaces.

Made by SanityWithIn for Monster Monday Week 14: Time.

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Troll Hunter
M90

Armor: Medium

Speed: 6

HP: 90

Lvl 10 large humanoid (giant) - artillery/brute
Damage Interactions.Fire (V), Acid (V)
Troll Blood.Regains 10HP every turn. Does not die at 0HP. This ability is supressed for 1 turn after taking fire or acid damage.
Blend in.Weaknesses of Trolls are known far and wide. Troll Hunters disguise themself in a big cloak to hide their troll nature until they are engaged in melee.
ACTIONS: Choose one.
  • Heavy Crossbow.(Range 2-12) 2d10+10 piercing. On damage: Prone.
  • Claw (2x).2d6+8 slashing.
  • Bite.4d8+12 piercing.

Made by SanityWithIn for Monster Monday Week 9: Forest.

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Tyrannosaurus Rex
10160

Speed: 10

HP: 160

Lvl 13 huge dinosaur - brute
Crushing Bite.Bite deal 1 wound against grappled creatures.
ACTIONS:
  • Bite.4d10+10 piercing. On damage: Grappled. Then:
  • Tail Swipe.(Reach: 2) 2d10+2 bludgeoning. On damage: Knockback primary die spaces.

Made by SanityWithIn for Monster Monday Week 14: Time.

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Unicorn
85

Speed: 6

HP: 85

Lvl 10 large celestial - lurker
Damage Interactions.Poison (I)
Veiled from Evil.Invisible to all evil creatrures and creatures that harmed it in the last 24 hours.
Magic Resistance.Heavy Armor against magical attacks and advantage on saves against spells.
ACTIONS: Choose one.
  • Charge.3d8+20 piercing. On crit: 1 wound (can only be used after moving at least 4 spaces in a straight line).
  • Horn and Hooves.1d8+5 piercing, then 2d6+5 bludgeoning.
  • Shed a Tear.The Unicorn or an adjacent creature heals 20HP and all conditions.
  • Teleport (1 Use).The Unicorn magically teleports itself and willing creatures within 2 spaces to a location the Unicorn is familiar with.

Made by SanityWithIn for Monster Monday Week 10: Mythology.

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Unlicensed Enchanter
60

Speed: 6

HP: 60

Lvl 6 humanoid - controller
Sparkstep.Can teleport to a metal object within 6 spaces instead of moving.
Protect Me (1/round).Animated Objcts within 3 spaces can Interpose attacks against you this turn.
Electrickery (1 Use).(Range: 8) When an ally is attacked. Choose another creature within Range to swap places with your ally on a failed DC 13 WIL save (they become the new target).
ACTIONS:
  • Shocking Bolt (2x).(Range: 8) 4d4 Lightning. On crit: Dazed.

Made by SanityWithIn for Monster Monday Week 21: Constructs.

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Level 14 Solo Huge Shadow Dragon
H280
ALL++

Armor: Heavy

HP: 280

Saves: ALL++

Varnaar Darksun
One with Darkness.Varnaar has blindsense and is immune to necrotic damage.
Shun the Light.Vulnerable to radiant damage. Taking radiant damage dazes Varnaar for 1 turn (1/round).
Punishing.Whenever an attack misses Varnaar he can retaliate with a Tail Swipe (1/turn)
Drain Essence.Varnaar heals for 30 HP every time he causes 1 or more Wounds.
ACTIONS: After each hero's turn, choose one.
  • Shadow Claw.Fly 4, then (Reach: 2) 2d10 necrotic. On damage: Summon a 1d12 Shadow Minion.
  • Bite.(Reach: 2) 3d10 piercing + 15 necrotic.
  • Tail Swipe.(Reach: 4) 1d10 bludgeoning and knocked back that many spaces.
  • Fell Breath (1 Use).Fly 8, then (Reach: Cone 8) DC 17 STR save or 6d10 necrotic and 1 wound, half and no wound on save.

BLOODIED: At 140HP Fell Breath recharges (1/encounter).

LAST STAND: Varnaar is dying! 70 more damage and he dies. Until then he emits an Aura of Darkness: Creatures within 6 spaces are blinded and can't heal. He can't use Drain Essence during Last Stand.

Made by SanityWithIn for Monster Monday Week 22: Shadow.

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Velociraptor
88

Speed: 8

HP: 8

Lvl 1 tiny dinosaur - brute
Pack Tactics.Advantage against creatures, if an ally is adjacent to it.
ACTIONS:
  • Bite.1d4+2 piercing. On crit: Riding. Then:
  • Claw.1d4 slashing.

Made by SanityWithIn for Monster Monday Week 14: Time.

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Wee little Goblin
12

Speed: 6

HP: 12

Lvl 1/3 small goblin - artillery
Goblins:Haha, Missed Me!Whenever an attack misses you, deal 1 psychic damage in return.
ACTIONS: Choose one.
  • Shoot.(Range: 8) 1d6+2 piercing.
  • Plea for mercy.Attacks against you have disadvantage this round.

Made by SanityWithIn for Monster Monday Week 19: Little Guys.

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Wolf
23

Speed: 6

HP: 23

Lvl 1 animal - brute
Pack Tactics.Advantage against creatures, if an ally is adjacent to it.
ACTIONS:
  • Bite.2d4+2 piercing. On crit: Prone.

Made by SanityWithIn for Monster Monday Week 9: Forest.

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