cheschirecat
Lvl 2
When an enemy fails a roll, they are Shamed. Attacks on Shamed creatures have Vicious 1.
- •Painful Chord.1d4+6 piercing,
on crit: DIS on attacks for the next turn.
- •Modulation.1/ENC,
give an ally and himself one extra damage die for all Actions. Ends if unconscious.
Made for Monster Monday Week 41: Celebration!
Lvl 10 huge giant
On hit: knockback Primary Die spaces.
1/turn, halve damage for free. If psychic, negate entirely.
1/turn, after he hits with the Greatclub, the enemy rolls STR DC15 or:
• Venomous Bite: they become Poisoned and the next attack against them is Vicious.
• Oversized Horns: double the effect of Brute.
• Tusk Gore: crit on 5 and 6.
- •Greatclub (2x).
1d6+10 bludgeoning.
- •Homing Boulder!
(Range 12, AoE burst 1) 2d6+15 bludgeoning.
Lvl 12
CultistsWhile not at max HP, ADV on all rolls. Crits also inflict Despair.
1/turn, a Cultist within Reach 2 can Interpose. When a Cultist dies, inflict Despair to a creature who can see you.
Whenever a creature gets Despair or ends the condition, they take 5 necrotic damage that can't be reduced.
- •Maniacal Laughter (2x).(Range 12)
2d6+6 necrotic (can't be Defended against).
- •Cultists Have Come to Play.
(If a Cultist has died last turn) summon two LVL1 Cultist next to a Cover at Reach 12, they immediately move 6 and use Dreadful Blade if possible.
Made for Monster Monday Week 41: Celebration!
Lvl 1/2 small goblin
Cursed Host of the MagusWhenever you take damage, deal half that in radiant to the attacker. Negate with necrotic damage for one turn.
- Cursed Stab.
1d8 radiant, then move 2.
Made for Monster Monday week 43: Cursed.
At the beginning of his turn, roll 1d8 and move up to Speed in that direction. 1d8: 1 = north and go clockwise.
When a Dancer is attacked, the attacker can choose to change their Primary Die to 1.
- Making Merry.(1 use)
Give 1d4 temp HP and add +2 to the Speed of a creature at Reach 1.
Made for Monster Monday Week 41: Celebration!
After taking damage, she Marks the acting creature: she gains Heavy Armor against Marked creatures and their attacks have DIS. The Mark disappears if the creature crits her, swaps weapons or shifts shape, or at the end of combat.
- •Feinting Strike.
Move 6 (ignoring opportunity attacks), then 1d6+6 slashing to 2 different creatures on the path.
- •Signature Slash.
(Marked only, Reach 2) 3d6+6 slashing; on hit, the creature is Prone.
At 40 HP, Doña de la Luz Marks all her enemies.
Doña de la Luz is on the ropes! 30 extra damage and she will bow down and surrender. Until then, she gains Riposte: a failed attack triggers Signature Slash.
Made for Monster Monday week 39: Imitation. [GM note: if a hero wants to end Doña de la Luz when they reach the Last Stand, it is possible.]
- Merry Trample.
1d6 bludgeoning.
Whenever you take damage, deal half that in radiant to the attacker. If you inflict 10 or more, the creature is Poisoned until the end of its next turn.
Each turn, summon goblin minions (1/hero, size: d6) next to Cover at Reach 8; they move 6 immediately.
- •Wiggly Fingers' Curse.
(Range 6) 1d8+8 radiant, on crit: Dazed (end with STR DC 13 or any dispelling magic).
- •Rampant Curse.
(Reach 6) Up to 1 goblin minion per hero is transformed into a Cursebound Goblin.
At 100 HP, Frikkus begins to lose his grasp on the curse. He gains Medium size and armor. He gains Cursed Belch: in a Cone 4, non-cursed creatures roll WIL DC 13; on fail, 3d8+8 radiant and Prone, on success: halve damage and no Prone; on goblin minions, they become Cursebound Goblins.
Frikk is going to explode! 90 more punishment and the curse will burst. He becomes Large, gain ADV on all saves and attacks and Heavy armor, and is considered Cover for Call the Gobs. Call the Gobs now summons Cursebound Goblins. Upon death, all creatures within Reach 3 roll WIL DC 15 or be pushed 2d6 squares away.
Made for Monster Monday week 43: Cursed.
Lvl 5 large cursed goblin
Cursed Host of the MagusWhenever you take damage, deal half that in radiant to the attacker. Negate with necrotic damage for one turn.
2/turn, after taking damage, Lash Out.
- •Cursed Cleave.
2d8+8 radiant, on damage: Poisoned (end DC 12 or any dispelling magic).
- •Lash Out.
Move 4 then 1d8+4 slashing, on hit: push 2 and Prone.
Frikkus found that the name in Common wasn't appropriate enough. He vowed to resolve this etymological inconsistency.
Made for Monster Monday week 43: Cursed.
Lvl 3 small goblin
Cursed Host of the MagusWhenever you take damage, deal half that in radiant to the attacker. Negate with necrotic damage for one turn.
Enemies at Reach 6 who take radiant damage can't heal until the end of their next turn.
- Reinforcements.
Summon 1 Cursebound goblin next to you. It immediately moves 4.
Made for Monster Monday week 43: Cursed.
Lvl 3
Dark FeyADV and Vicious to attacks on Heartstrung creatures.
- •Ram.
(After moving 4sq or more in a straight line) 3d6+6 bludgeoning
- •Hoof (2x).1d6+6 bludgeoning.
Gain Reach 2 when adjacent to another Lancer.
- Spear.
1d10 piercing.
Lvl 6 veteran
Elite MercenariesWhen an attack misses you, your next attack is a crit.
1/turn, when attacked in melee, an ally at Reach 2 Interposes. Triggers Dirty Tactics.
- •Shield Bash.
1d10+5 bludgeoning, on damage: Push 2 and Dazed.
- •Heavy Swing.
(Reach 2) 2d10+5 slashing.
- •No Quarters!
Two allies who can hear them take an action immediately.
Lvl 4 brute
Elite MercenariesWhen an attack misses you, your next attack is a crit.
1/turn, can Interpose for a Merchant. No move next turn but adds 1 die of damage to next attack.
- •Halberd Swipe.
Cone 2, 1d10+2 slashing. Can't miss.
- •Impaler.
2d10+2 slashing, OR Range 8 2d10+2 piercing. On damage: Dazed.
Immune to crits by slashing weapons. When it fails an attack, gains ADV-2 on its next attack.
Spells targeting the golem cost 2 extra Mana.
Immune to charmed or frightened conditions.
- •Psi-Empowered Slam.
(Reach 2) 3d12+10 bludgeoning, on hit Knockback 4 in any direction.
- •Mindstone Slide (1 use).
Teleport 8 to a visible space, then 3d12 psychic to all at Reach 2. Recharges when BLOODIED and LAST STAND.
- •Psionic Barb.
1d12+5 psychic (Range 8), cannot be Defended. On hit: the creature is Dazed until the end of its next turn.
At 100 HP, the Golem becomes a SPHERE. It can't use Heavy Slam, but attacks against it have DIS. After 4 hero turns, it uses its turn to move 6 in a straight line towards the nearest enemy, dealing 3d12+20 and making them Prone; then the SPHERE mode ends. That move goes through and destroys non-magical barriers.
The Golem is dying! 90 extra damage and it dies. Attacks gain a permanent ADV, it is now immune to Tier-1 and lower spells, and the SPHERE mode begins again.
[The GM should telegraph the fact that the Golem is focused on the closest target once in Sphere mode.]
Made for Monster Monday Week 39 : Imitation.
Lvl 5 assassin
Within 1sq of a humanoid, the Orchestrator is Paired Up. While Paired Up, he can't be targeted by Single Target effects. Ends while Prone.
- •Discrete Backstab.(Paired Up only) 3d4+10 piercing,
the Orchestrator can delay damage by 2 turns.
- •Invite and Waltz.(Reach 3)
A Dancer moves next to the Orchestrator.
Made for Monster Monday Week 41: Celebration!
Lvl 4 apparition
Before rolling Initiative, heroes make an DC 12 INT save: if failed, Mirror Images start first and heroes roll Initiative with disadvantage.
When hit by an attack at Reach 1, deal 2d8 slashing. Doesn't trigger on crits.
- Look At Me.
1d8+5 psychic to a creature at Reach 1. On hit, Taunt until the end of its next turn; if Defended, damage becomes 0 but next attack has DIS.
When you look in the mirror and the mirror looks back... [GM note: they can only come out of mirrors if a sentient creature is reflected on those. It takes the appearance of the nearest enemy.]
Made for Monster Monday Week 39 : Imitation.
Lvl 1
1/turn when an enemy at Reach 2 moves, move with him.
- •Attack / Cast a spell.2d8
If you copy a spell, range 8 and damage type is same as copied. If you copy an attack, gain ADV.
- •Defend.
Gain Heavy armor until the end of next turn.
- •Assess.
Reduce enemy Armor by 5 until the end of next turn.
Lvl 2 small siren
SirensCreatures within 8sq are Charmed (escape WIL DC 12 or any non-psychic damage). Deafened creatures and those who end the condition are immune to this for the rest of the fight.
- •Mist Cloak.
Create a 4x4 area of mist; Range attacks and Assess checks have DIS, traps DC goes up by 1.
- •Graceful Beacon.(Reach 8)
reduce the max. hit points of the target by 2, then it moves 3 straight towards her.
Lvl 3 support
(Concentration) Choose 1 ally at Reach 12: he gains ADV on attacks and saves.
- •Nomadic Step (1 use).
Teleport 6, then (Range 8) 1d6+3 bludgeoning.
- •Mental Scan.
Recharge Nomadic Step, then all enemies at Range 12 roll INT DC 12. On fail, they can't hide, end Invisible and their next Reaction costs +1A.
Lvl 5 striker
Elite MercenariesWhen an attack misses you, your next attack is a crit.
Reduce incoming damage by 20 and inflict 10 force. If damage is negated, triggers Dirty Tactics.
- •Psychic Scream.
(AoE burst 6) enemies roll WIL DC 13, on fail: 4d6 psychic and Frightened (end at more than 12sq or crits an ally); on success, halve damage and no condition.
- •Collect Power.
Regain 1 use of Psionic Shield. DC of Psychic Scream increases by 2.
- •Psionic Sting.
(Range 12) 2d6+5 force, on crit: Poisoned.
Vulnerable to fire; when the Prince takes 15+ damage from fire, it triggers its Fireworks.
Wounds inflicted by the Prince never linger; they heal after a single Field Rest of 8 hours.
- •Fireworks.
(Reach 12) 2d6+4 fire, then target rolls DEX DC 13 or Blinded until the end of their next turn. On crit: target suffers 1 Wound.
- •Regal Stare.
(Reach 6) Inflict 1 Wound, then target rolls WIL DC 13; if failed, inflict 1 extra Wound.
At 100 HP, the Prince is catching on fire. It takes 5 fire damage at the start of its turn and triggers a free Fireworks. Either d6 counts as crit from now on.
The Prince is burning down! 100 extra damage and it falls. The crowd is cheering! All enemies erase 1 Wound and 1/turn the attack gains ADV.
Made for Monster Monday Week 41: Celebration.
Lvl 1/2 dark fey
Dark FeyADV and Vicious to attacks on Heartstrung creatures.
- Merry Trample.1d6+2 bludgeoning.
Lvl 4 goblin
Cursed Host of the MagusWhenever you take damage, deal half that in radiant to the attacker. Negate with necrotic damage for one turn.
If you move at least 4 spaces in a straight line, attack with ADV and add 4 to your damage this turn.
- Hexed Bite (2x).
1d8+3 radiant, on crit: Grappled (end DC 12) and Poisoned.
Now under the banner of the Magus, the mount and the rider are truly one.
Made for Monster Monday week 43: Cursed.
Lvl 4 small siren
SirensCreatures within 8sq are Charmed (escape WIL DC 12 or any non-psychic damage). Deafened creatures and those who end the condition are immune to this for the rest of the fight.
At the start of her turn, call 2 Sinister Seagulls per hero by your side, then they fly up their Speed.
- •Luring Chorus.(Reach 12) 1d4+2 psychic
to up to two targets, then they move 3 in the Songstress direction.
- •Hungry Claws.(Charmed only) 2d8+6 slashing,
on crit: move 2 and take your target with you (this counts as forced movement).
Made for Monster Monday Week 40 : Shapeshifter.
Lvl 2 dark fey
Dark FeyADV and Vicious to attacks on Heartstrung creatures.
- •Cup of Madness.(Reach 1)
An ally gains Heavy armor and is immune to Heartstrung conditions.
- •Cup of Passion.(Reach 1)
An enemy becomes Charmed (end WIL DC 11).
- •Pleasure Cuts (2x).1d6+3 slashing,
on damage: the DC for Charmed to end increases by 2 (max. 17).
Made for Monster Monday Week 41: Celebration!
Lvl 7 fiend
The Shadow Fiend controls the first action of a Grappled creature's turn. If it's an attack, add the damage of Void Touch to it. When the Fiend moves, all Grappled creatures move with it.
Immune to necrotic. Can pass through holes the size of a coin. In direct sunlight or in the area of a Radiant spell's light, reduce its Armor by one step.
- •Void Touch (2x).(Reach 2) 1d8+6 necrotic.
On crit, the creature is Slowed.
- •Merge Shadow.(Reach 1)
Absorb the shadow of a creature within Reach: it is Grappled (escape DC 13 WIL or radiant damage).
Poor souls that die unfulfilled while bound to a demonic pact, they make for great servants to those dark art practitioners with a penchant for fiendish friendships.
When it arrive or start its turn next to an enemy, deal 1 psychic. Enemies surrounded by at least 3 Seagulls are Dazed.
Lvl 1/2 small siren
SirensCreatures within 8sq are Charmed (escape WIL DC 12 or any non-psychic damage). Deafened creatures and those who end the condition are immune to this for the rest of the fight.
- Drowning Lyrics.(Range 6) 2 psychic,
can't be Defended if Charmed.
Lvl 2 striker
Thri-KreenModify by 1 the Primary die. ADV on WIL checks related to the desert.
Invisible until first attack. Can jump over obstacles.
- Claws (3x).1d6 slashing.
Lvl 5 support
Thri-KreenModify by 1 the Primary die. ADV on WIL checks related to the desert.
1/turn, target two allies at Reach 12: the first moves 4 and the other makes a free attack. When you suffer a condition, the nearest ally at Reach 12 mirrors it until the end of their next turn.
- •Psychic Hammer.
(Reach 8) 2d10+6 psychic. On hit: push 2, on miss: the Telepath moves 4.
- •Hone the Hunt.(Concentration, Reach 12)
An ally Thri-Kreen doubles their Genetic Memory bonus.
Lvl 4 striker
Thri-KreenModify by 1 the Primary die. ADV on WIL checks related to the desert.
Can Grapple 3 creatures in total. 1/turn, negate incoming damage (can't work on crits).
- •Chatkcha Throw.(Range 6) 2d6+5 slashing,
on crit: hits a second target within 2sq.
- •Claws (2x).1d6+8 slashing,
on crit: Grapple (escape DC 13).
Lvl 1 dark fey
Dark FeyADV and Vicious to attacks on Heartstrung creatures.
- •Share the Cup.
Move 2, then an adjacent creature rolls DEX DC 10 or is Charmed (end WIL DC 11).
- •Merry Headbutt.2d6+4 bludgeoning,
either die crits on Charmed creatures.
Made for Monster Monday Week 41: Celebration!
Lvl 2 spy
1/turn, interpose a Dancer when he or the Orchestrator is attacked.
- •Mind Your Feet!1d4+1 bludgeoning,
on hit: the target's Speed is halved until next turn, and the Infiltrator hides among the crowd.
- •Needle Dagger.2d4+4 piercing,
on crit: bleed 1d4 HP at the start of the target's turn. Ends when healed HP.
Made for Monster Monday Week 41: Celebration!