SanityWithIn
Level 1 Solo Large giant
Heavy armor. When crit by a melee weapon the weapon gets stuck in the Trolls body (DC 10 STR or DEX save to pull free). Taking fire or radiant damage supresses Thick black Troll Blood for 1 turn.
Your attacks can't miss bloodied enemies.
- •Raking Claw.
Move 6, then strike for 1d4+6. On Damage: Grappled (escape DC 10).
- •The Oath must be remembered!
(a grappled target) carve the oath in the targets flesh to deal 1 Wound, then throw them up to 4 spaces. (They take 10 dmg).
- •Mad Ravings (1 Use).
(enemies within reach 10) DC 10 WIL or 2d4+10 psychic, half on save.
At 20 HP Mad Ravings recharges.
Angor is dying! 10 more damage and he dies. Until then only fire, radiant or crits can harm him.
Lvl 2 construct - lurker
Animated ObjectsIndistinguishable from a normal object until it moves.
- Slam (2x).1d8+1
bludgeoning.
Made by SanityWithIn for Monster Monday Week 21: Constructs.
Lvl 5 small construct - minion
Animated ObjectsIndistinguishable from a normal object until it moves.
- Slam.1d8
bludgeoning (can't crit).
Made by SanityWithIn for Monster Monday Week 21: Constructs.
Lvl 5 construct - lurker
Animated ObjectsIndistinguishable from a normal object until it moves.
Reflects Ranged Cantrips. Mirror Polish is lost when bloodied.
- Slam (2x).1d8+6
bludgeoning.
Made by SanityWithIn for Monster Monday Week 21: Constructs.
Lvl 4 small construct - lurker
Animated ObjectsIndistinguishable from a normal object until it moves.
While riding a creature, that creature is blinded.
- •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.
Lvl 7 huge dinosaur - soldier
- Tail.(Reach: 2) 4d6+4
bludgeoning. On damage: Dazed.
Made by SanityWithIn for Monster Monday Week 14: Time.
Lvl 4 plant - lurker
Cold (V)
Indistinguishable from a normal cactus until it moves.
- •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.
Lvl 3 large plant - lurker
Fire (V)
Indistinguishable from a normal palm tree until it moves.
Drops a coconut on adjacent enemies when hit (1d6+3).
- •Coconut.(Reach: 6) 1d6+3 bludgeoning.
- •Slam.1d6+6 bludgeoning.
Made by SanityWithIn for Monster Monday Week 26: Island.
Lvl 1/4 small elemental
Enemies are elevated by 5ft for every Balloon attached to them.
- Attach.1d4
On hit: Riding (escape DC 10).
Made by SanityWithIn for Monster Monday Week 41: Celebration.
Lvl 8 undead - controller
Cold (I), Necrotic (I), Poison (I)
Can move through objects and other creatures. Living creatures touched this way take 3 psychic damage.
- •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.
Lvl 3 humanoid - soldier/leader
- •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.
Lvl 7 fiend (devil) - brute
Fire (I), Poison (I)
While bloodied attacks deal an additional 5 poison damage.
- Glaive (2x).
(Reach: 2) 1d10+5. On damage: Can't be healed for 1 round.
Made by SanityWithIn for Monster Monday Week 27: Fiends.
Lvl 1 beast - skirmisher
Immune to Opportunity Attacks. Falls when crit (1d6 damage/10 ft. fallen, and lands Prone).
- Vicious Bite.2d8+2.
On crit: 1 wound.
Made by SanityWithIn for Monster Monday Week 32: Laboratory.
Lvl 5 undead - minion
Necrotic (I), Poison (I), Fire (V)
- Binding Wraps.(Reach: 3) 1d6 bludgeoning (can't crit).
On hit: Grappled (escape DC 12 or any fire damage).
Made by SanityWithIn for Monster Monday Week 7: Desert.
Level 10 Solo Cursed Pirate
Immune to attacks made outside of Reach 3. Radiant damage supresses Accursed Corsair for 1 turn.
- •Curse of the Ancient Mariner (1 Use).
(Reach: 3) d44 piercing to enemies within reach. You may reposition them to any space within reach.
- •Bloody Culverine.
(Ranged 6) 1d4+30. On Crit: Dazed.
- •Geo Da Ray.
Move up to 6 in a straight line. Deal 1d4+20 damage to an enemy along the way.
At 130 HP, Curse of the Ancient Mariner recharges.
Dread Pressure - Cervantes is dying! 100 more damage and he dies. Until then, enemies are Frightened.
Made by SanityWithIn for Monster Monday Week 43: Cursed - Inspired by Soul Calibur.
Lvl 12 fiend (devil) - Controller
Fire (I), Poison (I)
Attacks also damage other restrained enemies.
- Chains (3x).
(Reach: 4) 2d6+4. On damage: Restrained (escape DC 14).
Made by SanityWithIn for Monster Monday Week 27: Fiends.
Lvl 3 small animal - skirmisher
Immune to Opportunity Attacks.
If a cheeky parrot hears a tier 1 or lower spell being cast, it learns the spell (It starts combat knowing Vicious Mockery).
- •Rah! bracadabra.
Cast a spell learned via Mimicry.
- •Peck.1d6+3.
Made by SanityWithIn for Monster Monday Week 26: Island.
Lvl 1/3 elemental - minion
On death: Adjacent enemies are wet.
- Shock.1d6
lightning (follows minion rules).
Made by SanityWithIn for Monster Monday Week 30: Cloud.
Lvl 6 large construct - brute
Immune to damage until crit.
- Powerful Slam.
(Reach:2) 2d6+10. on hit: Knockback 2
Made by SanityWithIn for Monster Monday Week 28: Forsaken Ruins.
Lvl 10 humanoid - skirmisher
Teleport 8 after being hit.
Attacks deal 3 extra fire damage.
- •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.
Lvl 3 large animal - brute
Advantage against creatures, if an ally is adjacent to it.
- Bite.2d6+6 piercing.
On crit: Grappled (escape DC 13).
Made by SanityWithIn for Monster Monday Week 9: Forest.
Lvl 1/2 humanoid - brute
DrunkardsFalls Prone when missing with an attack.
- Improvised Weapon.1d6+3.
On crit: The weapon breaks.
Made by SanityWithIn for Monster Monday Week 17: City.
Lvl 1/4 humanoid - minion
DrunkardsFalls Prone when missing with an attack.
- Punch.1d4
(follows minion rules).
Made by SanityWithIn for Monster Monday Week 17: City.
Lvl 5 humanoid - brute
DrunkardsFalls Prone when missing with an attack.
Ignores disadvantage on all attacks and has Heavy Armor while prone.
- •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.
Lvl 3 humanoid - controller
DrunkardsFalls Prone when missing with an attack.
- •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.
Lvl 6 humanoid (dwarf) - brute
Roll an additional 1d8 on every attack for every time the Dwarven Berserker raged.
- •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.
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.
Level 3 Solo Large Skeleton
Cold (I).
(Reach: 4) Enemies within reach are Slowed. Taking Fire damage supresses Frost Aura for a turn.
Destroying a relic from his past Incapacitates Eirick for 1 turn.
- •Frost Nova.
Move 6, then enemies within reach 4 are restrained by ice (escape DC 11 or any fire damage).
- •Runic Hammer.
1d4+10. On Crit: +10 damage.
"Rise!" At 35 HP summon ice skeleton minions (2/Hero, size:d4).
Eirick is dying! 30 more damage and he dies. Until then Runic Hammer strikes a 2x2 square area.
Lvl 10 large elemental - controller
For each die you would roll due to forced movement, deal 5 damage instead.
Start of Combat & when crit: Invisible until you attack.
- Gust of Wind.
Move adjacent target 2d6 spaces unless they succeed on a DC 15 STR save. If you are invisible they are moved without a save.
Made by SanityWithIn for Monster Monday Week 35: Elemental.
Lvl 5 undead - elite artillery
Necrotic (I), Poison (I), Bludgeoning (V), Radiant(V).
Skip movement to gain Advantage on ranged attacks this turn.
- •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.
Lvl 10 large humanoid (giant) - artillery/brute
EttinEttins ignore Blinded and mind affecting conditions that last 1 turn or less.
- •(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.
Lvl 10 large humanoid (giant) - artillery/brute
EttinEttins ignore Blinded and mind affecting conditions that last 1 turn or less.
- •(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.
Lvl 5 humanoid
(Reach: 3) At the end of your turn deal 10 necrotic to enemies within reach.
- Inflict Wounds.2d10
necrotic.
Lvl 3 humanoid - leader
ZealotsYour attacks and attacks against you roll with advantage.
- •Help!
(if you don't have minions) Summon 2 Zealot Minions (size:d6). They act immediately.
- •Accuse.
Increase the next primary die roll against the target by 1.
Lvl 5 humanoid - leader
- •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.
Lvl 1 small beast - controller
Attacks against you have disadvantage.
- Puppy Eyes.
(Reach: 6) DC 15 WIS save or charmed (spending 1 action to pet Fluffles ends).
Made by SanityWithIn for Monster Monday Week 36: Cute.
Lvl 13 huge giant - soldier
Cold (I), Fire (V)
Heavy Armor while bloodied.
- •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.
Lvl 15 huge giant - controller
Cold (I), Fire (V)
- •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.
Lvl 10 large plant - soldier
Lightning (I)
On crit: Armor degrades to Medium, then None. Drops 100 gold each time armor degrades.
- •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.
Lvl 3 humanoid - controller
Flour Clouds explode for 5 fire damage when ignited.
- •Flour Cloud.
(2x2 area in Range: 8) creatures within a flour cloud are blinded.
- •Flame Dart (2x).
(Range: 8) 1d10+2 fire.
Made by SanityWithIn for Monster Monday Week 32: Laboratory.
Lvl 3 small dessert - soldier
GingerbreadsDazed when taking fire damage. Heavy Armor while dazed this way.
- •Challenge.
Taunt a creature.
- •Sugar Cane.1d8+4
Made by SanityWithIn for Monster Monday Week 32: Laboratory.
Lvl 3 small dessert - artillery
GingerbreadsDazed when taking fire damage. Heavy Armor while dazed this way.
- •Sling (2x).
(Range: 6) 1d4+5 (Vicious).
- •Cake Toss (1 Use).
(Reach: 4) 2d8+10. On damage: Blinded.
Made by SanityWithIn for Monster Monday Week 32: Laboratory.
Lvl 5 small humanoid (gnome) - controller
When an ally would be hit you may instead teleport them 4 spaces (where they really were all long!).
- •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.
Lvl 8 small humanoid (gnome) - artillery
Shadowstep 6.
Enemies suffering from a condition roll their saves with disadvantage against you.
- •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.
Lvl 1/2 humanoid (grimlock) - lurker
Deep DwellerImmune to blinded and Invisible. Dazed when exposed to loud sounds.
Grimlocks always start first.
- Spiked Bone Club.1d6+3.
Made by SanityWithIn for Monster Monday Week 35: Cavern & Mine.
Lvl 3 undead - soldier
Necrotic (I), Poison (I), Bludgeoning (V), Radiant(V).
Interpose like a hero.
At 15HP the Guard Skeletons shield breaks and it loses its Medium Armor.
- •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.
Lvl 5 undead - soldier
Attacks inflict Mummy Rot upon creatures that have stolen from the Mummy's tomb.
- •Rotten Fist.2d6+4 necrotic.
On crit: Dazed.
- •Binding Wraps (2x).(Reach: 3) 1d4 bludgeoning.
On hit: Grappled (escape DC 12 or any fire damage).
Made by SanityWithIn for Monster Monday Week 7: Desert.
Lvl 6 undead - controller
When an enemy moves adjacent. That enemy is restrained with shadowy tentacles (escape DC 13).
- •Hymn to the Dark below the ice.
Regain 1 use of Shadow Trap.
- •Whispers of Madness.
(Range 4) 1d4+10 psychic (ignores armor) . On Crit: Confused.
Level 1 Solo Large Confectionery
Can move through enemies.
- •Rollout (1 Use).
Move 8. Enemies you pass through take 2d6+5 damage or half on a DC 10 DEX save.
- •Celebrate.
Move 4. Recharge Rollout.
- •Sparkler.
3d6+5. On crit: Blinded.
At 25 HP, Summon a Slice of Cake Minion per hero (size:d6, they act immediately and after Celebrate).
Happy is crumbling away! 10 more damage and it is gone. Until then, enemies you move through are restrained (escape DC 10).
Made by SanityWithIn for Monster Monday Week 41: Celebration.
Lvl 3 monstrosity - controller
Creatures hearing the Luring Song are charmed unless they succeed on a DC 11 WIL save. Charmed creatures retry when damaged.
- •Claw.2d4+1
- •Beckon.
A charmed creature uses 1 action to move towards you (counts as a reaction).
Lvl 5 humanoid (goblinoid) - artillery
HobgoblinsAs a reaction you may attack a hero damaged by an ally (1/round).
- •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
Lvl 5 humanoid (goblinoid) - leader
HobgoblinsAs a reaction you may attack a hero damaged by an ally (1/round).
Allies within 12 spaces have advantage on saves.
- •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
Lvl 5 humanoid (goblinoid) - artillery
Fire.
Allies automaticall save and take no damage from your spells.
- •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.
Lvl 5 humanoid (goblinoid) - soldier
HobgoblinsAs a reaction you may attack a hero damaged by an ally (1/round).
- •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.
Lvl 5 huge ooze - brute
Slashing (I), Lightning (I), Acid (R), Bludgeoning (V).
Whenever a medium or larger Jelly would be subject to lightning or physical damage it splits into two smaller Jellies with half HP each.
- Pseudopod.2d6+2 bludgeoning + 1d6 acid.
Made by SanityWithIn for Monster Monday Week 5: Dungeon.
Lvl 3 1d4 minion
Royal GuardCan interpose.
- Frozen Blade.1d4
cold (can't crit).
Lvl 10 1d8 minion
Royal GuardCan interpose.
- Frozen Blade.1d8
cold (can't crit).
Made by SanityWithin for Monster Monday Week 39: Imitation (inspired by Absolute Tabletop - Oath of the Frozen King).
Level 12 Solo Celestial - Brute
(Reach: 6) Creatures within reach take 5 radiant damage at the start of their turns.
Justce Archon can automatically succeed on any save by skipping their next turn. The Radiance Aura is surpressed until their next turn.
- •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.
At 100 HP Planar Aid recharges.
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.
Lvl 2 beast - skirmisher
Advantage against enemies, if an ally is adjacent to it.
- Bite.2d6+4.
On crit: Slowed.
Lvl 2 small humanoid (kobold) - lurker
Advantage on attack rolls against heroes adjacent to an allied Kobold.
When a creature moves adjacent. 2d4+4 piercing. On crit: Restrained and can't use reactions for 1 turn.
- •Shortbow.(Range: 2-12) 1d4+2 piercing.
- •Claw.1d4 slashing.
Made by SanityWithIn for Monster Monday Week 2: Scales.
Lvl 5 large swarm of tiny beasts - brute
Piercing (I), Fire (V)
A swarm can occupy another creature's space and vice versa.
Transform into a Medium Scarab Swarm.
- •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.
Lvl 10 large elemental - soldier
Lightning (I), Bludgeoning (R)
(Reach 3) heroes within reach are magnetized and slowed.
- •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.
Remains Riding until crit or taking fire damage.
- Bite.1d4+1.
On hit: Riding.
Made by SanityWithIn for Monster Monday Week 13: Swamp.
Lvl 8 small fey - leader
FeyHeavy Armor against magical attacks and advantage on saves against spells.
(Reach: 6) the Leprechaun and ALL creatures within reach roll with advantage.
- •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.
Lvl 6 large giant - brute
Does not die at 0HP. Only fire, radiant, or a crit while at 0HP can kill it.
- •Claws.
(Reach 2) 1d4+6. On crit: Grappled (escape DC 12).
- •Mad Ravings.
(a grappled creature) 1d4+10 pyschic damage (can't be defended against).
Lvl 1 small elemental - brute
Magma MephitExplode on death, dealing 2d6 fire to creatures within reach 1.
- Claws (2x).1d6+1 fire.
Made by SanityWithIn for Monster Monday Week 23: Volcano.
Lvl 3 small elemental - artillery
Magma MephitExplode on death, dealing 2d6 fire to creatures within reach 1.
- •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.
Lvl 2 elemental - artillery
Magma MephitExplode on death, dealing 2d6 fire to creatures within reach 1.
- •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.
Lvl 3 tiny beast - lurker
LeechRemains Riding until crit or taking fire damage.
Teleport 4 (with a loud bang).
When hit by a spell: The caster invokes chaos.
- Mana Suck.1d4+1.
Damages mana and health. On hit: Riding.
Made by SanityWithIn for Monster Monday Week 13: Swamp.
Lvl 3 swarm of tiny beasts - brute
Piercing (I), Fire (V)
A swarm can occupy another creature's space and vice versa
- Houndred Bites.1d6+1 piercing against all enemies in this creatures space.
Made by SanityWithIn for Monster Monday Week 7: Desert.
Lvl 8 elemental - soldier
Lightning (I), Bludgeoning (R)
Magnetize heroes hitting or hit by Medium Star Elemental in melee.
- •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.
Melee hits against you knockback 4 spaces.
Immune against ranged attacks.
- •Silent Mockery.
(Reach: 4) 2d8+10 psychic. On hit: Taunted.
- •Shadow Boxing.
Recharge Heavy Punch.
- •Heavy Punch (0 Uses).3d8+12.
On hit: Knockback 4 spaces.
Made by SanityWithIn for Monster Monday Week 39: Imitation.
Lvl 6 large monstrosity - brute
A Minotaur can move and stand freely on Labyrinth Walls, seemingly ignoring gravity.
While bloodied attacks made against and from a Minotaur have advantage.
- •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.
Lvl 3 small
KoboldsWhen an ally within 2 spaces dies, attack once for free
(1/round) When hit, your armor lets off an inspring clang. Allies roll with advantage on their next attack.
- •Stab (2x).1d4+5
- •Sling.
(Range: 8) 1d4 +5.
Whenever an attack misses you, deal 1 psychic damage in return.
Psychic (V)
Non-psychic damage heals you.
- Stab.1d6+2
(or Shoot, Range 8).
Made by SanityWithIn for Monster Monday Week 32: Laboratory.
Level 2 Solo Bearowl
Treat the higheest die rolled as Primary Die. On crit: 1 wound.
- •Brutal Roar (1 use).
(Reach: 12) all enemies within reach suffer 10 damage (ignoring armor).
- •Bite.
Move 4. Attack for 2d8.
- •Soar.
Fly 6. If hit while in the air, fall and drop prone. (Nobeak takes 1d6 damage/10ft. fallen)
- •Dive.
(After Soar) Fly 10. Attack for 2d8+10 damage.
At 35 HP, Brutal Roar recharges.
Nobeak is dying! 20 more damage and he dies. Until then Soar and Dive can be used as 1 action.
Made by SanityWithIn for Monster Monday Week 32: Laboratory.
Level 7 Solo Reaver
When damaged: Summon 1 shadow minion (size 1d12, on damage: Dazed); they only act when commanded.
- •Summon Bonescythe.
Move 6, then deal 5 damage to yourself. Gain 1 use of Reap.
- •Reap (0 Uses).
(Reach: 2) 2d12+15 necrotic.
- •Hollow like me.
Command all your shadow minions to move up to 6 spaces and attack once each.
At 100 HP, Orthos summons a greater shadow minion (size 1/hero d12). When it dies, it explodes into 1/hero shadow minions.
Orthos is dying! 70 more damage and he dies. Until then Reap has unlimited uses.
Lvl 4 humanoid - artillery/summoner
ActorMelee hits against you knockback 4 spaces.
- •Balloon Animals.
(If you don't have minions) Summon 4 Balloon Minions (they act after you).
- •Cake Toss.
(Range 6) 1d4+10. On crit: Blinded (spending 1 action to remove it ends).
Made by SanityWithIn for Monster Monday Week 41: Celebration.
Lvl 2 humanoid - skirmisher
The CrowsMoving does not trigger opportunity attacks.
- •Theft.
Steal 2d6 Gold (or any unattended object).
- •Knee Stab.
(When cornered) 1d4+6. On crit: Slowed.
Made by SanityWithIn for Monster Monday Week 44: Bandits.
Attacks have: On Crit: Dazed.
- Cutlass (2x).1d6+2.
Made by SanityWithIn for Monster Monday Week 26: Island.
Lvl 4 humanoid - leader
PiratesAttacks have: On Crit: Dazed.
Treat attacks against you that roll 2 as a miss.
- •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.
Lvl 3 humanoid - soldier
PiratesAttacks have: On Crit: Dazed.
Treat attacks against you that roll 2 as a miss.
- •Cutlass (2x).1d6+4.
- •Taunt.
(Reach: 6) Target is taunted.
Made by SanityWithIn for Monster Monday Week 26: Island.
Lvl 3 humanoid - controller
PiratesAttacks have: On Crit: Dazed.
Heavy armor against ranged attacks.
- •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.
Lvl 2 humanoid - artillery
PiratesAttacks have: On Crit: Dazed.
Climb 6.
- •Crossbow.
(Range: 8) 4d4+2.
- •Dagger (2x).1d4+2.
Made by SanityWithIn for Monster Monday Week 26: Island.
Lvl 1 construct - lurker
Animated ObjectsIndistinguishable from a normal object until it moves.
Starts with Heavy Armor, on crit degrades to medium, then none.
- Slam.2d8+2
bludgeoning.
Made by SanityWithIn for Monster Monday Week 21: Constructs.
Lvl 15 outsider - controller
Rakshasa can change their shape to any humanoid at will. The Illusion can only be pierced with True Sight.
Unaffected by Cantrips.
When you would be hit you may instead teleport 6 spaces (where you really were all long!).
- •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.
Lvl 17 huge monstrosity - lurker
Fire (I), Cold (I)
Melee attackers take 10 fire or 20, if swallowed.
- •Bite.(Reach: 2) 1d4+42 fire.
On crit: Swallowed.
- •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.
Falls Prone when missing with an attack.
Ignores disadvantage on all attacks and has Heavy Armor while prone.
- •Dragon Fist.
1d4+12 slashing. On crit: Enemies adjaent to the target take 5 fire damage.
- •Belch.
Daze an adjacent target. DC 11 STR save or become drunk.
- •Fire Belch (0 uses).
(Cone 4) DC 11 DEX save or 3d10+5 fire, half on save.
At 50 HP, Rumbane transforms into a large dragon and gains 2 uses of Fire Belch.
Rumbane is exhausted! 30 more damage, and he passes out. Until then, Dragon Fist rolls with advantage.
Attacks have: On Crit: Dazed.
- Cutlass.1d6+3.
Made by SanityWithIn for Monster Monday Week 26: Island.
Lvl 1/4 humanoid - minion
PiratesAttacks have: On Crit: Dazed.
- Cutlass.1d6 (does not explode on crit).
Made by SanityWithIn for Monster Monday Week 26: Island.
Lvl 10 large elemental - controller
SalamanderFire (I), Cold (V). Grappled and Riding creatures take 5 fire damage every turn.
- •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.
Lvl 8 large elemental - soldier
SalamanderFire (I), Cold (V). Grappled and Riding creatures take 5 fire damage every turn.
- •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.
Lvl 8 large elemental - brute/controller
Heavy Armor. Immune against forced movement.
Flying 12. Ranged attacks against Sand Elemental have disadvantage.
- •(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.
Lvl 3 fey - controller
FeyHeavy Armor against magical attacks and advantage on saves against spells.
- •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.
Lvl 3 humanoid - brute
When crit or hit by a spell, break 1 seal. When the last seal is broken, you grow 1 size category and enemies are Frightened (escape DC WIL 12).
- Savage Blow.2d8+6
(rolls with advantage if unsealed).
Made by SanityWithIn for Monster Monday Week 39: Imitation (inspired by the magic card Hired Muscle/Scarmaker).
Lvl 3 large animal - brute
Sewer MonstersDealing damage to a bloodied or wounded creatures makes them sick until they next make camp or safe rest.
- Bite.
2d8+4. On hit: Grappled (escape DC 11).
Made by SanityWithIn for Monster Monday Week 38: Sewers.
Lvl 4 monstrosity - skirmisher
ShadowsInvisible in Darkness.
Shadowstep 6.
- Bite (2x).2d6+4 piercing.
On crit: Prone.
Made by SanityWithIn for Monster Monday Week 22: Shadow.
Lvl 6 monstrosity - skirmisher
ShadowsInvisible in Darkness.
Shadowstep 6.
- •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.
Lvl 14 shadow - minion
Blindsense and immune to necrotic damage.
- Corrupting Touch.1d12 necrotic.
Made by SanityWithIn for Monster Monday Week 22: Shadow.
Lvl 7 humanoid - controller
When an enemy moves adjacent. That enemy is restrained with shadowy tentacles (escape DC 13).
- •Summon Shadows.
(When there are no Shadows) Summon 4 Shadow minions.
- •Command.
Command your shadows to move 6 then attack (Reach 1, 1d12 each).
Made by SanityWithIn for Monster Monday Week 37: Heroic NPCs.
Lvl 3 beast - controlelr
Deep DwellerImmune to blinded and Invisible. Dazed when exposed to loud sounds.
- Ultrasonic Shriek.
(Range 4) DC 11 WIL save or confused.
Made by SanityWithIn for Monster Monday Week 35: Cavern & Mine.
Lvl 5 undead - artillery
Necrotic (I), Poison (I), Bludgeoning (V), Radiant(V).
- •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.
Lvl 1/4 confectionery
If eaten after death, gives 1d8 temp HP.
- Slam.1d6
(follows minion rules)
Made by SanityWithIn for Monster Monday Week 41: Celebration.
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 10 abberation - artillery
Lightning (R)
Advantage on INT and WIL saves.
- •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.
Lvl 8 elemental - minion
Lightning (I)
Magnetize Heroes hitting or hit by Star Shard in melee.
- Slam.1d8 bludgeoning
(can't crit).
Made by SanityWithIn for Monster Monday Week 6: Gravity.
Lvl 10 humanoid - skirmisher
Add +1 to primary die rolls.
Attacks become Reach: Line 6.
- •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.
Lvl 10 humanoid - skirmisher
Has Flying in avian form and Medium Armor in lupine form.
- •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.
Level 6 Solo Human
At the start of each round summon two 1d4 rat minions for every hero. They only act when commanded.
Force a creature to repeat its last action for free. You may choose new targets.
- •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.
- •Reprise.
Recharge one of your limited use abilities.
At 75 HP summon two 1d4 rat minions for every hero.
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.
Level 3 Solo Gargantuan Plant
Can't move.
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.
- •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.
At 50 HP Summon Tendrils recharges.
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.
Level 5 Solo Large Monstrosity
The Sphinx can not be assessed.
The Sphinx is immune against all damage that does not answer the current riddle.
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).
- •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.
At 75 HP the Sphinx uses Extract Knowledge against all heroes (ignoring the range limit).
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.
Lvl 15 humanoid - artillery
The first ranged attack against an ally misses.
- •Trickshot.
(Range: 4) 2d4+24. On hit: Half as much against other enemies within range 4 of the target.
- •Impossible Angle.
(Range: 8) d44+15 (can't miss, can't crit).
Made by SanityWithIn for Monster Monday Week 37: Heroic NPCs.
Lvl 16 aberration - controller
Reflects psychic damage.
A dazed target moves and interposes for you (for free).
- •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.
Lvl 5 humanoid - artillery
Grows to large size at the start of combat.
- Titanic Toss.
Throw an adjacent object or ally up to 6 spaces. An ally thrown this way gets advantage on attacks this round.
Made by SanityWithIn for Monster Monday Week 37: Heroic NPCs.
Lvl 1 hazard
When a creature steps into the area. DC 13 Perception to spot it and halt movement, otherwise STR save.
- •1-9.
Permanently Dazed and Poisoned. Healing ends both.
- •10-14.
Poisoned. Healing ends.
- •15+.
No effect.
Made by SanityWithIn for Monster Monday Week 38: Sewers.
Lvl 9 huge dinosaur - brute
Can move through spaces occupied by medium or smaller creatures; Dealing 10 bludgeoning to them on its way.
- Gore.4d8+6 piercing. On damage: Knockback primary die spaces.
Made by SanityWithIn for Monster Monday Week 14: Time.
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.
Lvl 10 large humanoid (giant) - artillery/brute
Fire (V), Acid (V)
Regains 10HP every turn. Does not die at 0HP. This ability is supressed for 1 turn after taking fire or acid damage.
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.
- •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.
Lvl 13 huge dinosaur - brute
Bite deal 1 wound against grappled creatures.
- •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.
Level 10 Solo Large Skeleton
Cold (I).
(Reach: 4) Enemies within reach are Slowed. Taking Fire damage supresses Frost Aura for a turn.
Destroying a relic from his past Incapacitates Ulfric for 1 turn.
- •Frost Nova.
Move 6, then enemies within reach 4 are restrained by ice (escape DC 15 or any fire damage).
- •Runic Hammer.
1d4+20. On Crit: +20 damage.
"Rise!" At 110 HP summon ice skeleton minions (2/Hero, size:d8).
Ulfric is dying! 100 more damage and he dies. Until then Runic Hammer strikes a 2x2 square area.
Made by SanityWithin for Monster Monday Week 39: Imitation (inspired by Absolute Tabletop - Oath of the Frozen King).
Lvl 10 large celestial - lurker
Poison (I)
Invisible to all evil creatrures and creatures that harmed it in the last 24 hours.
Heavy Armor against magical attacks and advantage on saves against spells.
- •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.
Lvl 6 humanoid - controller
Can teleport to a metal object within 6 spaces instead of moving.
Animated Objcts within 3 spaces can Interpose attacks against you this turn.
(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).
- Shocking Bolt (2x).(Range: 8) 4d4
Lightning. On crit: Dazed.
Made by SanityWithIn for Monster Monday Week 21: Constructs.
Level 14 Solo Huge Shadow Dragon
Varnaar has blindsense and is immune to necrotic damage.
Vulnerable to radiant damage. Taking radiant damage dazes Varnaar for 1 turn (1/round).
Whenever an attack misses Varnaar he can retaliate with a Tail Swipe (1/turn)
Varnaar heals for 30 HP every time he causes 1 or more Wounds.
- •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.
At 140 HP Fell Breath recharges (1/encounter).
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.
Lvl 1 tiny dinosaur - brute
Advantage against creatures, if an ally is adjacent to it.
- •Bite.1d4+2 piercing.
On crit: Riding. Then:
- •Claw.1d4 slashing.
Made by SanityWithIn for Monster Monday Week 14: Time.
Lvl 7 humanoid - lurker
ChangelingsChoose a target, that target has disadvantage on attacks against you.
Target adjacent enemy can't defend this round.
- Vicious Stab.2d8+5.
(or twice as much if not defended against).
Made by SanityWithIn for Monster Monday Week 39: Imitation.
Lvl 1/3 small goblin - artillery
GoblinsWhenever an attack misses you, deal 1 psychic damage in return.
- •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.
Lvl 1 animal - brute
Advantage against creatures, if an ally is adjacent to it.
- Bite.2d4+2 piercing.
On crit: Prone.
Made by SanityWithIn for Monster Monday Week 9: Forest.
Lvl 1/4 humanoid - minion
ZealotsYour attacks and attacks against you roll with advantage.
- Stab.1d6
(can't crit).
Lvl 2 humanoid - brute
ZealotsYour attacks and attacks against you roll with advantage.
Extra damage from crits is dealt against you as well.
- Stab.1d6+4
(vicious).
Lvl 1 humanoid - artillery
ZealotsYour attacks and attacks against you roll with advantage.
- •Ray of Frost.
(Range 6) 1d6+3. On Crit: Restrained by ice (escape DC 10 or any fire damage).
- •Snow Blind.1d6.
On hit: Blinded.
Lvl 1/2 humanoid - brute
ZealotsYour attacks and attacks against you roll with advantage.
- Stab.1d6+2
(can't crit).