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Monster strike divination
Monster strike divination









Some monsters also have gauges that when it is launched at the right time, it activates a secondary gauge ability as well as slightly increases their attack strength. Player monsters often have other unique pasive abilities to counter these hazards, or may have passive abilities that cause greater damage to particular kinds of enemy monsters. Every turn, numerous counters on enemy monsters count down to launch various attacks that deal damage or add hazards to the field. Colliding the currently in play monster with any of the allied monsters activates Bump Combos ( 友情コンボ, Yūjō Konbo, "Friend Combos") that set off explosions, energy beams, or projectiles to perform damage on opponent monsters. What sets it apart is that rather than being a tile-matching video game, the player aims and flicks their monsters around on a field, similar to billiards/ pool, bumping off of walls and enemies to perform damage. Teleport (Costs 2 Actions): The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.Ĭast a Spell (Costs 3 Actions): The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.Monster Strike has been compared to competitor Puzzle & Dragons and other freemium puzzle games in that the player battles waves of monsters to collect them, fuse them, and evolve them and earn gold and other items through gameplay to get stronger monsters, and build a list of friends with monsters to use as well. Spent legendary actions are regained at the start of each turn.Ĭlaw Attack: The sphinx makes one claw attack. Only one legendary action can be used at a time, and only at the end of another creature's turn. Legendary ActionsCan take 3 Legendary Actions, choosing from the options below. On a successful save, the creature takes half as much damage and isn't knocked prone. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. Each creature makes a DC 18 Constitution saving throw. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its, ending the effect on itself on a success. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.įirst Roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Roar (3/Day): The sphinx emits a magical roar. 5th level (2 slots): flame strike, greater restorationĪctions Multiattack: The sphinx makes two claw attacks.Ĭlaw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target.4th level (3 slots): banishment, freedom of movement.3rd level (3 slots): dispel magic, tongues.2nd level (3 slots): lesser restoration, zone of truth.1st level (4 slots): command, detect evil and good, detect magic.Cantrips (at will): sacred flame, spare the dying, thaumaturgy.The sphinx has the following cleric spells prepared:

monster strike divination

It requires no material components to cast its spells.

monster strike divination

Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Spellcasting: The sphinx is a 12th-level spellcaster. Magic Weapons: The sphinx's weapon attacks are magical. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. Traits Inscrutable: The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses.











Monster strike divination