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A collection of strange and

humorous gaming elements best WRITING Mike Myler


suited for adventurers between 3rd COLOR ART Jared M. Boone
and 7th level, collected in no partic- EDITING Mike Myler
ular order and including many LAYOUT Frank Michienzi
interesting furry animals.

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iv i n e
D est
Q u INITIALIZED MØØSE
HUGE BEAST, UNALIGNED
As heroes of a realm gripped by dark Armor Class 13 (natural armor)
Hit Points 52 (5d12+20)
times, it falls upon the PCs to set an Speed 45 ft.
STR DEX CON INT WIS CHA
example to inspire everyone else: 21 (+5) 8 (–1) 19 (+4) 2 (–4) 16 (+3) 11 (+0)
Skills Athletics +7, Perception +5
recovering a sacred artifact lost long Senses passive Perception 15
Languages —
ago. This might be the almighty tankard, Challenge 3 (700 XP)
Charge. If the møøse moves at least 20 feet straight
the angelic mug, the blessed chalice, the toward a target and then hits it with an antler attack
on the same turn, the target takes an extra 7 (2d6)
hallowed cup, the heavenly goblet, or any damage. If the target is a creature, it must succeed on
a DC 15 Strength saving throw or be knocked prone.
other holy receptacle the GM deems Initialized. The møøse has someone’s initials carved
into it and it is not happy about that. Charisma checks
appropriate. A holy grail maybe? made against the møøse have disadvantage.
ACTIONS
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (1d10+5) bludgeoning damage.
Antler. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 12 (2d6+5) bludgeoning damage.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one
prone creature. Hit: 23 (4d8+5) bludgeoning damage.
REACTIONS
Open Game Content | The game rule information in this Reflexive Bite. When a creature uses a melee weapon
article is designated Open Game Content. All other material attack to deal piercing or slashing damage to the
in this article, including maps and illustrations (including møøse , the møøse can use its reaction to make a
illustrations in the public domain), in-character and out-of- bite attack against the creature.
character narrative and descriptive text, character and place
names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” My sister was bitten by a møøse once. She was carv–
EN Publishing product and article titles, and
EN World and EN Publishing logos, are designated
Product Identity.

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Sack of Sacking DENISE THE ANARCHO-SYNDICALIST
Wondrous item, rare MEDIUM HUMANOID (ANY), UNALIGNED
This curious 6-foot long sack appears among your Armor Class 13 (padded)
possessions when you finish a long rest. You can use Hit Points 34 (4d8+16)
an action to pull the sack down around a grappled Speed 30 ft.
creature of Medium size or smaller. The creature must STR DEX CON INT WIS CHA
make a DC 15 Charisma saving throw or be teleported 13 (+1) 14 (+2) 16 (+3) 18 (+4) 15 (+2) 9 (–1)
1d20+20 miles in a randomly determined direction, Saving Throws Wis +4, Cha +1
appearing in the nearest unoccupied space. The next Skills Insight +6, Persuasion +3
time you finish a long rest after using this feature, Damage Resistances psychic
you must make a DC 15 Charisma saving throw or Condition Immunities charmed, frightened
the sack disappears. Senses passive Perception 12
Curse. This sack is cursed, a fact that is revealed Languages Common
only when an identify spell is cast on it. When you Challenge 2 (450 XP)
awaken to find the sack is in your possession, Syndicate. Denise can spend 1 minute philosophizing
you must make a DC 15 Wisdom saving throw to a crowd of commoners. Each commoner able to
or be compelled to sack a randomly determined hear or see Denise makes a DC 14 Charisma saving
NPC within 1 mile. When the sack disappears it throw. On a failed save, a commoner is charmed by
reappears in the possessions of a random person Denise for 1d4+1 hours, or until she or her companions
within 1 mile, and they are compelled to find and do anything harmful to it. While she is not unconscious,
sack you (as above). a charmed creature regards Denise as a friendly acquain-
tance. When Denise has charmed 6 or more commoners

Riding Coconuts
in this way they form into a commoner swarm.
ACTIONS
Wondrous item, common (requires attunement) Unarmed. Melee Weapon Attack: +3 to hit, reach 5 ft.,
There’s nothing particularly remarkable about one target. Hit: 3 (1d4+1) bludgeoning damage.
these coconut halfshells, but when bashed against Debate. Denise engages in a heated intellectual debate
one another they make a sound very similar to the with one creature that is within 30 feet and able to
clopping of hooves. Once attuned, you can use an hear her. If the creature understands Common, it must
action to start bashing the coconut halves together, make a DC 14 Intelligence saving throw. On a failed
enchanting a willing creature you can see within 30 save, the creature is unable to take an action on its
feet. The creature is compelled to prance as they move next turn as it composes and utters its response. If a
about for as long as you continue bashing the coco- creature’s saving throw is successful, it is immune to
nuts together. While prancing, both the creature and Denise’s Debate for the next 24 hours.
you gain advantage on the next saving throw made to
complete a forced march. A creature can only benefit True power is derived from mandates by the masses,
from this property once between long rests. not some slickened merfolk lobbing swords from
waterways. Denise knows this and fervently works to
organize and embolden her fellow commoners, and
although her logical arguments are difficult to ignore
her personality grates on many people, ultimately
driving them away from her and the cause.

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COMMONER SWARM I’ve Had Worse. When a creature uses a melee weapon
HUGE SWARM OF MEDIUM HUMANOIDS, NEUTRAL attack to deal slashing damage to the knight, on a
Armor Class 13 (leather) successful hit the attack becomes a critical hit and the
Hit Points 67 (15d8) creature lops off one of the knight’s arms, or if it has no
Speed 30 ft. arms then one of its legs. When the knight has only one
STR DEX CON INT WIS CHA arm, it has disadvantage on greatsword attacks, and
17 (+3) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 10 (+0) each leg it loses reduces its speed by 15 feet.
Saving Throws Dex +4, Int +2 The knight loses this trait when it no longer has
Skills Athletics +5 any limbs.
Condition Immunities charmed, frightened, grappled, Tis But A Scratch. The knight is immune to damage from
paralyzed, petrified, prone, restrained, stunned spells and ranged weapon attacks.
Senses passive Perception 10 ACTIONS
Languages Common Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Challenge 2 (450 XP) one target. Hit: 10 (2d6+3) slashing damage.
Swarm. The swarm can occupy another creature’s space Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft.,
and vice versa, and the swarm can move through any one target. Hit: 7 (1d8+3) bludgeoning damage.
opening large enough for a Medium creature. The swarm Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one
can’t regain hit points or gain temporary hit points. target. Hit: 6 (1d6+3) bludgeoning damage.
ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Angry Strikes. Melee Weapon Attack: +5 to hit, reach 5 target. Hit: 5 (1d4+3) piercing damage.
ft., one target. Hit: 18 (6d4+3) bludgeoning damage.
Thrown Stones. Ranged Weapon Attack: +5 to hit, range The numbed knight feels nothing but dedication
20/60 ft., one target. Hit: 13 (4d4+3) bludgeoning for the oath they’ve taken, no matter what is required
damage. to fulfill that duty.

NUMBED KNIGHT
MEDIUM HUMANOID (ANY), LAWFUL NEUTRAL Make Into A Newt
Armor Class 18 (plate) 3rd-level transmutation (warlock)
Hit Points 130 (20d8+40) Casting Time: 1 Action
Speed 30 ft. Range: 30 feet
STR DEX CON INT WIS CHA Components: V, S, M (eye of a newt)
16 (+3) 11 (+0) 14 (+2) 10 (+0) 7 (–2) 15 (+2) Duration: Concentration (up to 10 minutes)
Skills Intimidation +6, Perception +2 This spell transforms a creature that you can see
Damage Resistances bludgeoning, piercing within range into a newt. An unwilling creature must
Damage Immunities acid, cold, fire, force, lightning, make a Wisdom saving throw to avoid the effect. The
necrotic, poison, psychic, radiant, thunder spell has no effect on a shapechanger or a creature
Condition Immunities charmed, exhaustion, frightened with 0 hit points.
Senses passive Perception 12 The transformation lasts for the duration, or until
Languages Common the target drops to 0 hit points or dies. The new form
Challenge 4 (1,100 XP) is a newt with 1 hit point, AC 10, a walking speed of 5
feet, and 1 (–5) for all ability scores. The target’s game
statistics, including mental ability scores, are replaced
by the statistics of the newt. It retains its alignment
and personality.

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The target assumes the hit points of its new form. A choreographed dancing humanoid must use half
When it reverts to its normal form, the creature of their movement each turn to dance, and they have
returns to the number of hit points it had before it disadvantage on Dexterity saving throws and attack
transformed. If it reverts as a result of dropping to rolls. In addition, other creatures have advantage on
0 hit points, any excess damage carries over to its attack rolls against them.
normal form. As long as the excess damage doesn’t As an action, a choreographed dancing humanoid
reduce the creature’s normal form to 0 hit points, it can repeat the Wisdom saving throw, ending the
isn’t knocked unconscious. effect on themself on a success. The musical number
As a newt, the target is only able to move. It can’t continues as long as there are humanoids able to sing
speak, cast spells, or take any other action that and dance it or 10 minutes (whichever is first).
requires hands or speech.
The target’s gear melds into the new form. The crea- MANTIKNIGHT
ture can’t activate, use, wield, or otherwise benefit LARGE HUMANOID, CHAOTIC NEUTRAL
from any of its equipment. Armor Class 16 (chainmail)
At the end of each of its turns, the target can repeat Hit Points 142 (15d10+60)
the saving throw, getting better and transforming Speed 40 ft.
back into its normal form on a success. STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 9 (–1) 17 (+3) 14 (+2)

Kingdom of Saving Throws Int +2


Skills Perception +9
Musical Numbers Damage Resistances psychic
A fell curse pervades this realm, forcing all within it Senses passive Perception 19
to engage in endless song and dance routines. When Languages Common
an adventurer says something of import while in the Challenge 6 (2,300 XP)
Kingdom of Musical Numbers, they must make a DC Argumentative. The mantiknight is too busy arguing
16 Wisdom saving throw. On a failed save, the adven- with itself and always goes last in the initiative order.
turer makes a Charisma (Performance) check to sing Three Heads. The mantiknight is a single creature with
about a related topic for 1d4+1 minutes. At the start of three heads, giving it advantage on Wisdom (Percep-
the next round, the nearest humanoid able to hear the tion) checks and on saving throws against being
singing must make a Wisdom saving throw or join blinded, charmed, deafened, frightened, stunned,
in the song (NPCs automatically fail this save). After and knocked unconscious.
singing for 1 round, a humanoid starts choreographed In addition, the mantiknight can take up to 3 reactions
dancing for the duration of the song. Humanoids that each round.
can’t be charmed are immune to this effect. ACTIONS
Multiattack. The mantiknight attacks three times.
Greatsword. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 13 (2d8+4) slashing damage.

The mantiknight’s greatest enemy is themselves,


the bickering between its own heads often distracting
it long enough for foes to escape.

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Taunting Minstrels KNIGHTS OF THE DREADED WORD
When the adventurers spend the night in a tavern or HUGE SWARM OF MEDIUM HUMANOIDS, NEUTRAL EVIL
inn, each must make a DC 15 Charisma saving throw. Armor Class 16 (breastplate)
On a failed save, they garner the attention of minstrels Hit Points 150 (20d8+60)
that then accompany them for the next 1d4+2 days. The Speed 35 ft.
minstrels are not bad musicians, but they relentlessly STR DEX CON INT WIS CHA
berate and heckle the adventurer’s bravery, choices, 16 (+3) 15 (+2) 16 (+3) 8 (–1) 9 (–1) 17 (+3)
past deeds, and poor decisions. If they are Saving Throws Dex +5, Int +2, Wis +2
attacked the minstrels flee, only to return a few Skills Athletics +6, Perception +5
minutes later. The only way to be rid of the taunting Condition Immunities charmed, frightened, grappled,
minstrels is to die or wait until the end of the paralyzed, petrified, prone, restrained, stunned
duration. Senses passive Perception 15
Languages Common
Challenge 6 (2,300 XP)
Castle Salmonella Dreaded Word. At the start of every day the swarm
This mysterious fortress has a dark secret: an ancient discovers a new dreaded word. The swarm can use
well beneath it was once the lair of an aboleth. The a bonus action to recite the dreaded word, assailing
creature has long since died but its corruption everyone in a 30-foot radius. Each creature in the
remains both without and within. Locals in the area area must make a DC 14 Charisma saving throw or be
all carry traits from their thrall ancestors that make frightened until the start of the swarm’s next turn. A
them unnaturally persuasive to both the eye and the creature that fails its saving throw by 5 or more takes
mind, entreating and enchanting passerby that enter 7 (2d6) psychic damage.
into the castle — never to be seen again. Swarm. The swarm can occupy another creature’s space
Outward Visions. When an adventurer and vice versa, and the swarm can move through any
approaches within 1,000 feet of Castle Salmo- opening large enough for a Medium creature. The swarm
nella they must make a DC 16 Intelligence saving can’t regain hit points or gain temporary hit points.
throw. On a failed save, they receive a vision, Terrifying Word. Each time the swarm learns a new
seeing the goal of their current quest projected dreaded word, it becomes terrified of a different
above the fortress. randomly determined common word. Once per round
Perilous Denizens. Every humanoid living when a creature the swarm is able to hear speaks
within Castle Salmonella has the statistics of a the terrifying word, the swarm must make a DC 14
commoner. The first time a n adventurer enters into Charisma saving throw. On a failed save, the swarm
the fortress each day, all of the denizens of Castle takes 7 (2d6) psychic damage, and until the end of its
Salmonella become surrounded by semi-real next turn it is incapacitated, can’t move, automatically
illu-sions (as the alter self spell) that make them fails Strength and Dexterity saving throws, and crea-
appear as whatever humanoids the adventurer tures have advantage on attack rolls against it.
finds most attractive, giving them advantage on ACTIONS
Charisma checks made against the adventurer. Blades. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 21 (4d8+3) slashing damage.

The Knights of the Dreaded Word demand sacri-


fice, and if not appeased they do not hesitate to deploy
their fell linguistic magic upon those that dare pass
through the forest they call home.

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Nearly Lethal The shrubber is talented at the trade of shrubbery—
Arrow of Messag ing arranging, designing, and selling shrubberies. They
Weapon, common are also however quite imperious, eager and quick to
Attached to the shaft of this arrow is a small capsule disparage others for moral deficiencies.
just big enough to hold a piece of paper that can fit
up to 36 words on it. When you fire this arrow into THE ENCHANTER...TOM?
the air, it seeks out and hits a random humanoid in a MEDIUM HUMANOID (TIEFLING), CHAOTIC NEUTRAL
1-mile cone so long as the target is beyond the bow’s Armor Class 15 (mage armor)
long range. The target of your attack with this arrow Hit Points 78 (12d8+24)
is knocked prone and appears to suffer a grievous Speed 30 ft.
wound, but they otherwise take no damage from it. STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 15 (+2) 13 (+1) 14 (+2) 17 (+3)
SHRUBBER Skills Arcana +5, History +5, Performance +5
MEDIUM HUMANOID (ANY), NEUTRAL GOOD Damage Resistances fire
Armor Class 12 (leather) Senses darkvision 60 ft., passive Perception 12
Hit Points 39 (6d8+12) Languages Common, Infernal
Speed 30 ft. Challenge 3 (700 XP)
STR DEX CON INT WIS CHA Exploding Teleport. Whenever Tom casts misty step he
11 (+0) 13 (+1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) leaves a 5-foot radius explosion in his wake. Each crea-
Skills Insight +5, Nature +5 ture in the area must make a DC 13 Strength saving
Senses passive Perception 13 throw. On a failed save, a creature is pushed back 10
Languages Common feet and knocked prone.
Challenge 1/4 (50 XP) Innate Spellcasting. Tom’s innate spellcasting ability is
Moral High Ground. The shrubber can use a bonus Charisma (spell save DC 13). He can innately cast the
action to disparage the behavior of a creature they can following spells, requiring no material components:
see within 20 feet. If the creature is able to hear and At will: mage armor, misty step, thaumaturgy
understand the shrubber, it makes a DC 13 Charisma 1/day: darkness, hellish rebuke (2nd-level), shield
saving throw. On a failed save, the creature is demoral- ACTIONS
ized and has disadvantage on ability checks, attack rolls, Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
and saving throws for the next hour. If a creature’s saving one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8)
throw is successful, it is immune to the shrubber’s Moral bludgeoning damage if wielded with two hands.
High Ground for the next 24 hours. Fiery Missile. Ranged Spell Attack: +5 to hit, range 60/240
ACTIONS ft., one target. Hit: 12 (2d8+3) fire damage. The target
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one and any creature within 5 feet must make a DC 13
target. Hit: 2 (1d4) bludgeoning damage. Strength saving throw. On a failed save, a creature is
Shrubbery. Ranged Weapon Attack: +3 to hit, range pushed back 10 feet and knocked prone.
10/20 ft., one target. Hit: 3 (1d4+1) bludgeoning
damage. If the target is a creature, it must make a DC Tom knows much that is hidden, often warning
11 Dexterity saving throw or is blinded until the end of travelers of imminent danger with a definite sense of
its next turn. explosive flair.

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VORPAL RABBIT Part of what makes the vorpal rabbit so dangerous
TINY BEAST, UNALIGNED is that it appears to be nothing more than a harmless
Armor Class 16 little bunny— albeit one that hops about the skeletons
Hit Points 66 (12d4+36) of scores of adventurers.
Speed 50 ft.

Sacred Hand Grenade


STR DEX CON INT WIS CHA
19 (+4) 23 (+6) 16 (+3) 8 (–1) 17 (+3) 14 (+2)
Saving Throws Int +3, Wis +7, Cha +6 Wondrous item, very rare
Skills Athletics +8, Deception +6, Perception +7 You can use an action to pull the sacred
Senses passive Perception 17 pin from the grenade, count from 1 to 3
Languages understands Common but cannot speak (not 5, but 3), and throw the divine
Challenge 9 (5,000 XP) bomb up to 40 feet. Make a
Blood Frenzy. The vorpal rabbit has advantage on ranged attack against a
melee attack rolls against any creature that doesn’t creature or object, treating
have all its hit points. the grenade as an improvised
Keen Hearing. The vorpal rabbit has advantage on weapon you are proficient with.
Wisdom (Perception) checks that rely on hearing. Regardless of whether or not you
Leap About. The vorpal rabbit doesn’t provoke opportu- hit the target, the grenade lands in
nity attacks when it moves out of an enemy’s reach. the target’s square and explodes in a
Legendary Resistance (3/Day). When the vorpal rabbit 15-foot radius at the end of your turn.
fails a saving throw, it can choose to succeed instead. Each creature in the area must make a
Superior Critical. The vorpal rabbit’s weapon attacks DC 20 Dexterity saving throw, taking 12d10
score a critical hit on a roll of 18–20. force damage and 12d10 radiant damage on a
Vicious Criticals. When the vorpal rabbit scores a failed save, or half as much on a successful one.
critical hit against a creature other than an undead On a hit, the target receives no saving throw. In
or a construct, it can use a bonus action to deliver a addition, if you roll a natural 1 on the attack roll,
vicious wound. The creature must succeed on a DC 16 you drop the grenade in your own square.
Constitution saving throw or lose 7 (2d6) hit points at

Twilight Monster
the start of each of its turns due to the vicious wound.
Each time the vorpal rabbit delivers a vicious wound
against the creature, the damage dealt by the wound Gargantuan monstrosity, chaotic evil
increases by 7 (2d6). Any creature can take an action Armor Class 17 (natural armor)
to stanch the wound with a successful DC 12 Wisdom Hit Points 202 (15d20+45)
(Medicine) check. The wound also closes if the creature Speed 30 ft.
receives magical healing. STR DEX CON INT WIS CHA
ACTIONS 24 (+7) 13 (+1) 16 (+3) 3 (–4) 9 (–1) 14 (+2)
Multiattack. The vorpal rabbit attacks twice. Saving Throws Con +7
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one Skills Investigation +10, Perception +13, Survival +7
target. Hit: 22 (4d8+4) piercing damage. Condition Immunities charmed, frightened
REACTIONS Senses darkvision 60 ft., passive Perception 23
Uncanny Dodge. When an attacker that the vorpal rabbit Languages —
can see hits it with an attack, the vorpal rabbit can use Challenge 10 (5,900 XP)
its reaction to halve the attack’s damage against it.

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Conjured. The monster is conjured when one or more
Bridge of
Doomed Queries
humanoids enter the Tomnadashan Cave. Once
conjured, the monster relentlessly pursues the human-
oids, attempting to eat them. After 1d4+10 rounds have A creature that takes a short rest while in contact with
passed, the monster suddenly keels over and is reduced the Bridge of Doomed Queries can attune to it as if it
to 0 hit points, dying instantly and unable to reform were a magic item, becoming the bridge’s riddler.
for 1 hour. The riddler of the bridge cannot be damaged by
Hundred Eyes. The monster has many eyes which give it spells or attacks, but also cannot willingly leave the
a +10 bonus on Intelligence (Investigation) and Wisdom bridge. When a creature attempts to cross the bridge,
(Perception), and it can’t be flanked. its riddler may force the creature to truthfully answer
ACTIONS up to three questions. A creature that refuses to answer
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one the riddler’s questions cannot step foot on the bridge.
target. Hit: 25 (4d8+7) piercing damage. If the target When any creature (including the riddler) on or
is a creature, it is grappled (escape DC 19). Until this near the bridge says something false or incorrect, it is
grapple ends, the target is restrained, and the monster stunned and flung 50 feet forward to plummet down
can’t bite another target. into the gorge the bridge spans across (a 120 foot drop).
Swallow. The monster makes one bite attack against a

Bobbies
Medium or smaller creature it is grappling. If the attack
hits, that creature takes the bite’s damage and is
swallowed, and the grapple ends. While swallowed, Right then — that’s enough of that! Just as the party
the creature is blinded and restrained, it has total reaches where they believe the Holy Grail is located,
cover against attacks and other effects outside the they are stopped by uniformed men and women
monster, and it takes 14 (4d6) bludgeoning damage pouring out of extremely complex self-propelled
at the start of each of the monster’s turns. wagons. Sirens wail and people are manacled left and
If the monster takes 20 damage or more on a single right! Each adventurer must make a DC 22 Dexterity
turn from a creature inside it, the monster must succeed or Intelligence saving throw (PC’s choice) or they are
on a DC 15 Constitution saving throw at the end of that grappled by the bobbies. At the end of their next turn,
turn or regurgitate all swallowed creatures, which fall a grappled adventurer repeats the saving throw or
prone in a space within 10 feet of the monster. If the becomes restrained and is manacled, moved into the
monster dies, a swallowed creature is no longer back of one of the wagons, and shuttled off screen. In
restrained by it and can escape from the corpse order to escape, an adventurer must not be grappled
using 15 feet of movement, exiting prone. or restrained and have made three successful saving
REACTIONS throws against the bobbies.
Gobble Up. When a creature the monster has grappled
in its mouth attempts to escape, the monster can use
its reaction to Swallow the grappled creature.

The massive twilight monster is doomed to exist


only in brief snippets where it thinks of nothing but
finding the trespassers that summoned it, eager to
taste blood before it disappears once more.

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