Mayternity 2026 day 30: Forst Mother
What is this? Momster manual is my attempt to draw various mayternity inspired monsters every day during month of may, with small side part for bits of lore and maybe even rules on occasion. Monsters will be either individual charcters or representatives of a type of creature.
Image sets will consists of few monsters with same theme.
This is fifth image of the Maiesta RPG set, for it feels most fitting to end the month with, after all, what month of mayternity and rpgs, if you don't touch the RPG for the theme....
Mayternity 2026 day 30: Forst Mother
"Oh you poor woodcutters, do you really think the forest was called holy and sacred for no reason? Well, I dwell here, and I suggest to leave it be, less the trees themselves will be your foes...."
As month comes to an end, I am keeping it simple for myself, a nice big ent lady to almost wrap things up, and her army of minions...trees of their own regard...
Vitality: 50 | Movement: 4
Armor: Silver | Damage: Silver
Actions: Three Elite Support or Bomber
Weapon Die: N / A (This effect is not a weapon attack)
Effect: As an action, summon a walking bush within 10 hexes of you. It acts immediately, and acts on your initiative on all future rounds. You can never summon creatures with the Spawn action using this ability.
Weapon Die: N / A (This effect is not a weapon attack)
Effect: Target a creature within range with 1 or more vitality. They regain up to 15 points of vitality.
Revive:This ability can target creatures with 0 vitality. They regain vitality from it normally.
Effect: The attack targets all creatures in a straight line four hexes long, extending directly away from you in one direction.
Escalation: The attack deals an additional silver die of damage to targets for each creature targeted by it beyond the first.
Elite TraitEffect: At the end of each of your turns, summon two minion class monsters Dryadlings in adjacent hexes, and move them up to half their speed, rounded down. They act on your initiative on each of your future turns.
Effect: If you start your turn with no enemies adjacent to you, vanish at the end of your turn, until the start of your next turn.
Special: A Mastermind always has an Initiative of 100. At the start of each of a Mastermind's turns, they summon one Treant to join the fight. These creatures roll initiative and join the combat immediately.
Vitality: 4 | Movement: 4
Armor: Bronze | Damage: Bronze
Effect: This attack cannot be used if you moved this turn, and you cannot voluntarily move until the end of your turn after using this attack.
Vitality: 4 | Movement: 5
Armor: Silver | Damage: Silver
Effect: For each of your allies adjacent to your target, add a bronze die to this attack.
Vitality: 24 | Movement: 5
Armor: Silver | Damage: Gold
Effect: Reduce an adjacent minion or standard class ally to 0 vitality to use this action. That ally can use one of their actions with a weapon die against the target of this attac
Softball:You do not reduce the adjacent ally to 0 vitality with this action. Instead, you teleport them to a hex adjacent to your target.
Effect: The attacks target all enemies within a Burst 1, centered on you.
Elite Traits: Regeneration
Effect: At the end of each round, on an initiative count of 0, you regain 15 vitality.