The Octozombie Swordsman is no undead, but rather a corpse physically animated by the tentacles of an octopus looking monster wielding several weapons at once. A scavenger, instead of fighting a defensive home like a hermit crab, it finds a corpse to move and weapons to fight with.
Far more skilled than a mere cephalopod swinging weapons about, the octozombie is not only more intelligent, but also shows an extraordinary amount of skill with its swords, perhaps hinting at the true nature of its origins.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Do you adventurers oppose the will of the great old ones? Then you need you some tentacle cultists! These whispering worshipping of beings best not named are ready and willing to spread the word of their masters… what word is that exactly? We’re not sure but I bet it has a lot of consonants!
The whisperer uses tentacle themed spells, but also has a few tricks, such as extending a tentacle to touch stone up to 30 feet away and warp reality (well the walls/ground) to cause adventurers to fall, become trapped or simply confused. The whisperer broadcasts the word of the great old ones to all that embrace it, and a lot of creatures that don’t want to. Perhaps the great old ones have chosen the whisperer, perhaps the whisperer has simply tuned into a frequency of nonsense, it doesn’t really matter though as the whisperer is utterly devout in their mission, whatever it is.
If you’d like to give the whisperer a familiar, consider the Xvn'zuxlynth.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
These tentacles seem to flail randomly, attaching to anything they come into contact with and usually trying to bludgeon whatever they grab to death. Sometimes they grab onto each other and turn into a swarm of flailing tentacles.
Cults carefully collect these masses of tentacles and put them into special chambers where they worship them and occasionally feed them human sacrifices. Everyone involved in these practises is insane and should probably be stopped by some noble adventurers.
If your noble adventurers are the sort to worship the great old ones, then they’re more likely to keep a swarm of tentacles as a pet in a bag or something. Generally everything involves detached tentacles that refuse to die is terrible, and if you wish to bestow that on your adventurers here they are.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
The clusterflumph is what happen when good flumphs go bad. The usually placid little floaty gorges itself on psionic energy through greed and addiction, begins to amalgamate those those psionic energy it steals, and is forever changed by this power.
Less cute, and more terrifying, the clusterflumphs is a true abomination, with grotesque tentacles ending in the heads of those it has utterly destroyed, and large enough in size to rival a dragon.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
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The clusterflumph is what happen when good flumphs go bad. The usually placid little floaty gorges itself on psionic energy through greed and addiction, begins to amalgamate those those psionic energy it steals, and is forever changed by this power.
Less cute, and more terrifying, the clusterflumphs is a true abomination, with grotesque tentacles ending in the heads of those it has utterly destroyed, and large enough in size to rival a dragon.
That looks terrifying.
One question, for it's Soulburn ability those affected by it loose 1hp form their hp maximum each turn until the clusterflump dies or they take a short or long rest, how is max hp loss calculated out of combat? Do they only loose hp while in combat or when out of combat they loose 1 max hp every 6 sec (which IMO would be a bit much)? Or is it something else entirely?
The Swollow is a magnificent creature, it’s six, beautiful arms propelling it aggressively through the air, it’s birdsong light on the breeze, “Bro, BRO, BRO!!”. Silhouetted against the setting sun, it flexes before the rest of the peck, its display of muscle admired as it performs its routine.
The Swallow is a strange creature, and one a DM should be cautious with, although balanced, its offensive abilities are far in excess of its CR and could seriously hurt a low level party with a few bad rolls.
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Muscle wizards lift bro, they lift the laws of physics and snap them in two. Muscle wizards know that casting spells requires a strict diet, workout routine, training regimen, reagents and specific gestures and movements; in the case of the muscle wizard the gestures and movements are flexing, lifting, posing and generally hulking out.
The muscle wizard appreciates the barbarian’s commitment to physical prowess but doesn’t really appreciate the roid rage. Instead the muscle wizard uses his rock hard abs to cast *shield*, or flexes the *fireball* out of existence with his *counterspell* casting chest. Muscle wizards can be any race, as long as they have a desire to be strong and have unlocked the secrets of muscle magic.
In your campaign these strong mages make excellent allies, villains or anything in between. If you need a magical advisor, why not make it a muscle wizard? Sure they’re not as smart and book learned as most mages, but they sure do pack a punch.
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Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s musclebound monster is the Zombie Hulk, an oversized tank of a zombie created to soak up damage. Bigger than most zombies, it allows more fragile undead to close on their foes, swarming them in a mass of bodies.
We’ve also added some variants to make your Zombie Hulk different each time, from the perceptive ettin base creature to the surprising cow.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Muscle wizards lift bro, they lift the laws of physics and snap them in two. Muscle wizards know that casting spells requires a strict diet, workout routine, training regimen, reagents and specific gestures and movements; in the case of the muscle wizard the gestures and movements are flexing, lifting, posing and generally hulking out.
The muscle wizard appreciates the barbarian’s commitment to physical prowess but doesn’t really appreciate the roid rage. Instead the muscle wizard uses his rock hard abs to cast *shield*, or flexes the *fireball* out of existence with his *counterspell* casting chest. Muscle wizards can be any race, as long as they have a desire to be strong and have unlocked the secrets of muscle magic.
In your campaign these strong mages make excellent allies, villains or anything in between. If you need a magical advisor, why not make it a muscle wizard? Sure they’re not as smart and book learned as most mages, but they sure do pack a punch.
You're certain that you don't want Tenser's transformation to take that juicy 6th-level slot? ;)
Created by the Thoon Mind Flayers, the Thoon Hulk is a mighty construct, immune to the illithid’s mind blasts and capable of shielding them from enemies that get too close, knocking assailants back and extracting brains in the same way as their masters.
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The Elder Brawn was a solid guess for our discord punday competition so we decided to make it too. After a lot of discussions of how an Elder Brain should, could or would became an Elder Brawn we settled on the Krang method.
So behold the Elder Brawn, an Elder Brain with a specialised iron body. Its telepathic powers are still formidable and don’t underestimate the advantages gained from its mobility and brute force. The Elder Brawn is still intelligent, cunning and deceptive but can also physically overwhelm its opponents with its heavy metal fists. The greatest minds always agree that there is beauty in simplicity, and nothing is more straightforward than what to do with a giant iron fist.
If you want to have an Elder Brawn in your campaign, perhaps it's simply to have an elder brain that can move around more easily. Perhaps a cult of mindflayers that worship strength and physical might is exactly what you need for your Underdark Gladiatorial Arena setting. Maybe your adventurers are four tortles and a wererat and you simply need a Krang to inflict some karmic justice.
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The grassy gnoll is a gnoll hunter that has ascended to the levels of using camouflage and tactics. The grassy gnoll sits in wait of its target, be it a convoy, supplies or unsuspecting travellers. Once seen the gnoll sets up a *Cordon of Arrows* and begins shooting. When its location is discovered the gnoll turns the underbrush into difficult terrain and repositions using their expert speed. These killing in transit tactics allow the grassy gnoll to lead opponents into traps, or to simply hide again and wait for another chance to strike. The grassy gnoll is wary of magic users and those with other means to circumvent its entangling tactics.
Legends tell of the mysterious “White Death” an Albino grassy gnoll that inhabits snowy terrain whose presence spells certain death for his targets. The white death has killed more humans than certain plagues and when people suspect the white death is nearby they retreat and call in magical airstrikes. To this day none of these meteor storms have resulted in the capture or killing of the white death.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
(It’s a gods be damned motherfreaking TIME LORD baby! Master of like time, spaces, and relative planes or something like that.)
To celebrate the new series of Doctor Who, as well as the fantastic new casting of The Doctor, and as the member of 1d6Adventurers who has been the longest term fan*, I thought I’d create a Time Lord to fit D&D.
This was actually a bit of an odd one, despite being a 20th level spellcaster it doesn’t have a whole lot of offensive spells, since that really doesn’t fit well. The most potent offensive spell in its arsenal is *Magic Missile* which throws up new issues with calculating CR. On the plus side, it’s going to be a real pain for your party to kill if they try!
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Nice. I've tried making Weeping Angels but I had trouble having a "quantum-lock" trait.
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Bonegrafters love to slam skeletons together with the mentality of the whole being a more efficient use of all these spare parts. The dervish is one such success story, with far more speed than the average skeleton and twice the weapons. The dervish also dances in a defensive manner, allowing it to dodge and parry attacks with ease.
When the bonegrafters begin to abduct bards and dancers you can be sure to discover a dervish in your near future. Dervishes crafted from the skeletons of Khenra Dervishes are by far the most deadly, bonegrafters suspect that the connection of the fighting styles carry over from life to death in the bones.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
From the deepest regions of the Abyss, the fiendish Xacarba cause mayhem and destruction, each of these colossal snake-like beings could rival a demon lord, yet they have no love of power, preferring instead to manipulate others to create the wars that give them the confusion and chaos they desire.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Another elemental martial artist, with a few techniques that are based around air and speed. The wind blade is a katana that allows a practised wielder to make ranged attacks by cutting the air, a pretty normal anime move right? Fits into a campaign where the adventurers need the help of a reluctant anti-hero to re-enact seven samurai. Perhaps an evil steelwind ronin is currently serving as the dragon to a tyrannical martial artists? There’s a lot of tropes that this monster helps play out.
There is some similarity between the galeforce wind attack and the spell *steel wind strike*, for obvious reasons. It’s possible the spell was inspired by and named after the martial technique… or they’re similar names for similar effects. I’d recommend using the steelwind ronin if you have a Samurai or Monk type in your party who wants to battle a wandering vagabond master of an element, along with our other stance based martial artists later down the line.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Fever knights are armoured cultists, ready to fight on the front lines to protect their Plaguecasters and Cult Leaders. While they’re handy with a blade, they’re nothing special without the blessings of their gods. Their armour spreads disease when they are struck, their swords are coated in poison and their infected bodies allow them to breath poisonous gas on their foes. If the Fever Knight’s armour forces vulnerability to poison onto a foe, the knight will press that advantage, trying to target and kill them to the best of their ability.
Fever knights are solid mid-level cultists, or with a little tweaking they work as a poisonous pact Hexblade. Fever Knights aren’t afraid to use underhanded tactics, such as covering their armour with robes in order to blend into the cult ritual to surprise any adventurer that tries to attack them. The only code of conduct a fever knight lives by is loyalty to their cause, and the oath to spread disease. Sometimes a Fever Knight will ride a horse into battle, usually abandoning it quickly to let it loose into a town or village to infect it with disease, knowing the townsfolk are less likely to kill and burn an innocent horse.
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We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Octozombie Swordsman.
The Octozombie Swordsman is no undead, but rather a corpse physically animated by the tentacles of an octopus looking monster wielding several weapons at once. A scavenger, instead of fighting a defensive home like a hermit crab, it finds a corpse to move and weapons to fight with.
Far more skilled than a mere cephalopod swinging weapons about, the octozombie is not only more intelligent, but also shows an extraordinary amount of skill with its swords, perhaps hinting at the true nature of its origins.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s Monster is the Whisperer of the Great Old Ones.
Do you adventurers oppose the will of the great old ones? Then you need you some tentacle cultists! These whispering worshipping of beings best not named are ready and willing to spread the word of their masters… what word is that exactly? We’re not sure but I bet it has a lot of consonants!
The whisperer uses tentacle themed spells, but also has a few tricks, such as extending a tentacle to touch stone up to 30 feet away and warp reality (well the walls/ground) to cause adventurers to fall, become trapped or simply confused. The whisperer broadcasts the word of the great old ones to all that embrace it, and a lot of creatures that don’t want to. Perhaps the great old ones have chosen the whisperer, perhaps the whisperer has simply tuned into a frequency of nonsense, it doesn’t really matter though as the whisperer is utterly devout in their mission, whatever it is.
If you’d like to give the whisperer a familiar, consider the Xvn'zuxlynth.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s Monster is the Detached Tentacle.
These tentacles seem to flail randomly, attaching to anything they come into contact with and usually trying to bludgeon whatever they grab to death. Sometimes they grab onto each other and turn into a swarm of flailing tentacles.
Cults carefully collect these masses of tentacles and put them into special chambers where they worship them and occasionally feed them human sacrifices. Everyone involved in these practises is insane and should probably be stopped by some noble adventurers.
If your noble adventurers are the sort to worship the great old ones, then they’re more likely to keep a swarm of tentacles as a pet in a bag or something. Generally everything involves detached tentacles that refuse to die is terrible, and if you wish to bestow that on your adventurers here they are.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Clusterflumph.
The clusterflumph is what happen when good flumphs go bad. The usually placid little floaty gorges itself on psionic energy through greed and addiction, begins to amalgamate those those psionic energy it steals, and is forever changed by this power.
Less cute, and more terrifying, the clusterflumphs is a true abomination, with grotesque tentacles ending in the heads of those it has utterly destroyed, and large enough in size to rival a dragon.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
That looks terrifying.
One question, for it's Soulburn ability those affected by it loose 1hp form their hp maximum each turn until the clusterflump dies or they take a short or long rest, how is max hp loss calculated out of combat? Do they only loose hp while in combat or when out of combat they loose 1 max hp every 6 sec (which IMO would be a bit much)? Or is it something else entirely?
Today’s monster is the Swollow.
The Swollow is a magnificent creature, it’s six, beautiful arms propelling it aggressively through the air, it’s birdsong light on the breeze, “Bro, BRO, BRO!!”. Silhouetted against the setting sun, it flexes before the rest of the peck, its display of muscle admired as it performs its routine.
The Swallow is a strange creature, and one a DM should be cautious with, although balanced, its offensive abilities are far in excess of its CR and could seriously hurt a low level party with a few bad rolls.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s Monster is the Muscle Wizard.
Muscle wizards lift bro, they lift the laws of physics and snap them in two. Muscle wizards know that casting spells requires a strict diet, workout routine, training regimen, reagents and specific gestures and movements; in the case of the muscle wizard the gestures and movements are flexing, lifting, posing and generally hulking out.
The muscle wizard appreciates the barbarian’s commitment to physical prowess but doesn’t really appreciate the roid rage. Instead the muscle wizard uses his rock hard abs to cast *shield*, or flexes the *fireball* out of existence with his *counterspell* casting chest. Muscle wizards can be any race, as long as they have a desire to be strong and have unlocked the secrets of muscle magic.
In your campaign these strong mages make excellent allies, villains or anything in between. If you need a magical advisor, why not make it a muscle wizard? Sure they’re not as smart and book learned as most mages, but they sure do pack a punch.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Zombie Hulk.
Today’s musclebound monster is the Zombie Hulk, an oversized tank of a zombie created to soak up damage. Bigger than most zombies, it allows more fragile undead to close on their foes, swarming them in a mass of bodies.
We’ve also added some variants to make your Zombie Hulk different each time, from the perceptive ettin base creature to the surprising cow.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
You're certain that you don't want Tenser's transformation to take that juicy 6th-level slot? ;)
Today’s monster is the Thoon Hulk.
Created by the Thoon Mind Flayers, the Thoon Hulk is a mighty construct, immune to the illithid’s mind blasts and capable of shielding them from enemies that get too close, knocking assailants back and extracting brains in the same way as their masters.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s Monster is the Elder Brawn.
The Elder Brawn was a solid guess for our discord punday competition so we decided to make it too. After a lot of discussions of how an Elder Brain should, could or would became an Elder Brawn we settled on the Krang method.
So behold the Elder Brawn, an Elder Brain with a specialised iron body. Its telepathic powers are still formidable and don’t underestimate the advantages gained from its mobility and brute force. The Elder Brawn is still intelligent, cunning and deceptive but can also physically overwhelm its opponents with its heavy metal fists. The greatest minds always agree that there is beauty in simplicity, and nothing is more straightforward than what to do with a giant iron fist.
If you want to have an Elder Brawn in your campaign, perhaps it's simply to have an elder brain that can move around more easily. Perhaps a cult of mindflayers that worship strength and physical might is exactly what you need for your Underdark Gladiatorial Arena setting. Maybe your adventurers are four tortles and a wererat and you simply need a Krang to inflict some karmic justice.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s Monster is the Grassy Gnoll.
The grassy gnoll is a gnoll hunter that has ascended to the levels of using camouflage and tactics. The grassy gnoll sits in wait of its target, be it a convoy, supplies or unsuspecting travellers. Once seen the gnoll sets up a *Cordon of Arrows* and begins shooting. When its location is discovered the gnoll turns the underbrush into difficult terrain and repositions using their expert speed. These killing in transit tactics allow the grassy gnoll to lead opponents into traps, or to simply hide again and wait for another chance to strike. The grassy gnoll is wary of magic users and those with other means to circumvent its entangling tactics.
Legends tell of the mysterious “White Death” an Albino grassy gnoll that inhabits snowy terrain whose presence spells certain death for his targets. The white death has killed more humans than certain plagues and when people suspect the white death is nearby they retreat and call in magical airstrikes. To this day none of these meteor storms have resulted in the capture or killing of the white death.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
booooooooooo!
"Not all those who wander are lost"
Today’s monster is the Time Lord.
(It’s a gods be damned motherfreaking TIME LORD baby! Master of like time, spaces, and relative planes or something like that.)
To celebrate the new series of Doctor Who, as well as the fantastic new casting of The Doctor, and as the member of 1d6Adventurers who has been the longest term fan*, I thought I’d create a Time Lord to fit D&D.
This was actually a bit of an odd one, despite being a 20th level spellcaster it doesn’t have a whole lot of offensive spells, since that really doesn’t fit well. The most potent offensive spell in its arsenal is *Magic Missile* which throws up new issues with calculating CR. On the plus side, it’s going to be a real pain for your party to kill if they try!
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Nice. I've tried making Weeping Angels but I had trouble having a "quantum-lock" trait.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Today’s Monster is the Bonework Dervish.
Bonegrafters love to slam skeletons together with the mentality of the whole being a more efficient use of all these spare parts. The dervish is one such success story, with far more speed than the average skeleton and twice the weapons. The dervish also dances in a defensive manner, allowing it to dodge and parry attacks with ease.
When the bonegrafters begin to abduct bards and dancers you can be sure to discover a dervish in your near future. Dervishes crafted from the skeletons of Khenra Dervishes are by far the most deadly, bonegrafters suspect that the connection of the fighting styles carry over from life to death in the bones.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s monster is the Xacarba.
From the deepest regions of the Abyss, the fiendish Xacarba cause mayhem and destruction, each of these colossal snake-like beings could rival a demon lord, yet they have no love of power, preferring instead to manipulate others to create the wars that give them the confusion and chaos they desire.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s Monster is the Steelwind Ronin.
Another elemental martial artist, with a few techniques that are based around air and speed. The wind blade is a katana that allows a practised wielder to make ranged attacks by cutting the air, a pretty normal anime move right? Fits into a campaign where the adventurers need the help of a reluctant anti-hero to re-enact seven samurai. Perhaps an evil steelwind ronin is currently serving as the dragon to a tyrannical martial artists? There’s a lot of tropes that this monster helps play out.
There is some similarity between the galeforce wind attack and the spell *steel wind strike*, for obvious reasons. It’s possible the spell was inspired by and named after the martial technique… or they’re similar names for similar effects. I’d recommend using the steelwind ronin if you have a Samurai or Monk type in your party who wants to battle a wandering vagabond master of an element, along with our other stance based martial artists later down the line.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s Monster is the Fever Knight.
Fever knights are armoured cultists, ready to fight on the front lines to protect their Plaguecasters and Cult Leaders. While they’re handy with a blade, they’re nothing special without the blessings of their gods. Their armour spreads disease when they are struck, their swords are coated in poison and their infected bodies allow them to breath poisonous gas on their foes. If the Fever Knight’s armour forces vulnerability to poison onto a foe, the knight will press that advantage, trying to target and kill them to the best of their ability.
Fever knights are solid mid-level cultists, or with a little tweaking they work as a poisonous pact Hexblade. Fever Knights aren’t afraid to use underhanded tactics, such as covering their armour with robes in order to blend into the cult ritual to surprise any adventurer that tries to attack them. The only code of conduct a fever knight lives by is loyalty to their cause, and the oath to spread disease. Sometimes a Fever Knight will ride a horse into battle, usually abandoning it quickly to let it loose into a town or village to infect it with disease, knowing the townsfolk are less likely to kill and burn an innocent horse.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!
Today’s Monster is the Shovel Knight.
WHUUUNG!
The Shovel Knight, follower of a code of shovelry and expert tunneler, going wherever a good man with a good shovel is needed.
Whether it's dropping its foes or literally dropping onto them, the shovel knight is as adept with his shovel as any swordsman.
We are 1d6Adventurers! We create a Monster-a-Day, posted every weekday around 8pm UTC.
Be sure to head over to /r/1d6Adventurers, where you can find our monsters and other bonus content!