Monstie
A monstie is a monster that you can form bonds with. This is typically accomplished through a kinship stone or perhaps by rescuing it from near death. However it happens you now have a friend for life.
Monstie Rules
There are over 240 monsters in the Monster Hunter Monster Manual and each one is someone's favorite. But not all monsters are created equal and many of them would be entirely too strong as monsties. Due to this the following rules are put in place to help balance out the monstie sidekick class.
Rules
- Elder Dragons and Paragon monsters cannot be monsties (They have too many unique traits and attacks to try and balance).
- A monstie is based off the original stat block of a creature, not a tempered version (subspecies, deviants, etc are still ok to use).
- Monsties all use the same basic creature template when initially created.
- "PB" stands for proficiency bonus when looking through this sidekick class.
Choose your Original Monster
Look through the Monster Hunter Monster Manual for a monster following the above rules to be the original monster that your Monstie will be based on. Your original monster will be reference often as your monstie levels up and learns new traits and actions.
Create Your Monstie
Using the template to the right and the information below, put together your level 1 monstie before it gains its initial level 1 features.
Ability Scores
The monsties ability score array is 15, 14, 13, 12, 10, and 8. The ability scores are placed in the stat block the same way as the original monster. If strength is the original's strongest ability score, then you would make the monsties strength a 15 as it is the strongest ability score in the array. If Strength is the 3rd strongest ability score, then you would place the 13 in the Strength for the monstie.
For example: A rajang monstie would have Str 15, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Saving Throws
Some of your monstie's features require the target to make a saving throw to resist the it’s effects. The saving throw DC is calculated as follows:
Monstie Save DC
When a creature succeeds on a saving throw against a condition from the monstie, they are immune to that effect for 24 hours.
Most Common Ability Scores for Saves
STR: Being knocked prone, charge trait
CON: Breath attacks, poisons, disease
CHA: Frightful Presence
Senses
The Monstie gains the same senses as the main stat block (darkvision, blindsight, truesight, tremorsense) but it has a maximum range of 30 feet. If the original monsters sense is lower than 30 feet, your the monsties sense is equal to that. As the monsties size increases at 6th, the range of its senses increase to 60 feet, or the original monsters maximum sense range (which ever is lower). This range is increased to 120 feet at 15th level, or the original monsters maximum sense range (which ever is lower).
Speed
A monstie has the same types of movement as the original monster it is based on, but it isn't nearly as fast initially. Their base walking speed is 25 feet. Any other type of movement (flying, burrowing, climbing, etc) is 15 feet. Each time the monstie levels up it gains an extra 5 feet of each type of movement up to its original stat blocks movement for each type.
Monstie Template
Small original monster's type, unaligned
- Armor Class 10 + Dex + PB (natural armor)
- Hit Points 10 + Con (an extra 1d8 + Con per level)
- Speed 25 feet (+5 feet for each level until it reaches its original monsters speed); Burrow, Climb, Fly, Swim 15 ft. (if the original stat block has it, +5 feet for each level until it reaches its original monsters speed)
STR DEX CON INT WIS CHA ?? (+?) ?? (+?) ?? (+?) ?? (+?) ?? (+?) ?? (+?)
- Senses determined by original monster
- Languages Same as original monster; understands common, but can't speak it
Actions
One attack the original monster knows that only deals damage. The +to Hit is equal to: the appropriate Ability Score Modifier plus PB. It's damage is equal to 1d#, where # is equal to the original monsters attack's damage die. The attack's reach is 5 feet if it is a melee attack. If it is a ranged attack, its range is equal to the original monster's attack range.
Monstie
| Level | Proficiency Bonus | Class Features |
|---|---|---|
| 1st | +2 | Monstie Proficiencies, Monstie Signature Attack |
| 2nd | +2 | Monstie Trait |
| 3rd | +2 | Creature |
| 4th | +2 | Ability Score Improvement, Monstie Proficiencies Improvement |
| 5th | +3 | — |
| 6th | +3 | Extra Attack or Damage, Size Increase |
| 7th | +3 | Saving Throws |
| 8th | +3 | Ability Score Improvement, Monstie Proficiencies Improvement |
| 9th | +4 | — |
| 10th | +4 | Monstie Trait Improvement |
| 11th | +4 | Creature Improvement |
| 12th | +4 | Ability Score Improvement, Monstie Proficiencies Improvement |
| 13th | +5 | — |
| 14th | +5 | Ability Score Improvement, Monstie Proficiencies Improvement |
| 15th | +5 | Extra Attack or Damage, Size Increase |
| 16th | +5 | Ability Score Improvement, Monstie Proficiencies Improvement |
| 17th | +6 | — |
| 18th | +6 | Creature Improvement |
| 19th | +6 | Ability Score Improvement, Monstie Proficiencies Improvement |
| 20th | +6 | Monstie Trait Improvement |
Monstie Proficiencies
At 1st level, choose up to 2 skills the base stat block has, the monstie now has those skills. If the original monster has more than two skills your monstie gains another skill at 4th, 8th, 12th, 14th, 16th, and 19th level (or until the monstie knows all the skills the original monster does).
Monstie Signature Attack
At 1st level the monstie knows the original monsters recharge action. If it does not have a recharge action, the monstie can know an attack that can only be used a number of times a day or one that recharges on a short or long rest.
If the monstie learns a recharge 5-6 action, it can be used a number of times equal to its proficiency bonus, regaining all expended uses when it finishes a long rest. If it learns a recharge 6 action, it can use it a number of times equal to half its proficiency bonus.
The damage of these attacks is reduced. While using the same damage die as the original, the number of dice the attack deals is equal to your proficiency bonus (add one extra die if the ability only targets one creature). If the action has multiple damage types, the # of dice are split evenly between them.
The range of these actions are also different. If the type of range the attack has is not listed below, it is up to you and your DM to adjust it. The range of this attack cannot go beyond the maximum range of the original monster.
- Cone. A cone has a 15-foot range at 1st level. Its range increases to 30 feet at 6th-level, 45 feet at 11th-level, and 60 feet at 16th-level
- Line. A line is 30-foot long and 5-feet wide at 1st level. Its length increases to 45 feet at 6th-level, and 60 feet at 11th-level. At 16th-level its length increases to 90 feet and its width increases to 10 feet.
- Targeted Creature or Point. An action that targets a point within range has its reduced by 75% of the original monsters range at 1st level. It's range increases to 50% at 6th-level, 75% at 11th-level, and 100% at 16th-level.
Monstie Trait
Beginning at 2nd level your monstie natural instincts are heightened. Choose one nondamage dealing trait, except legendary resistance or magic resistance, the original monster has. Your monstie gains that trait. Your monstie gains another trait from the original monster at 10th and 20th level.
If the trait your monstie learns provides bonuses to a skill(s) or AC, the bonus is equal to the monstie's PB.
If the original monster only has traits that deal damage or your monstie knows all the original monster's traits, then your monstie increase one ability score of your choice by 1. The monstie can't increase an ability score above 20 using this feature.
Creature
At 3rd level you can pick one trait or action (that isn't multiattack, or doesn't have a recharge or a use limit) from the original monster. Your monstie gains that trait or action. If the action is a melee or ranged attack, it follows the same rules as the monstie's original attack, except it can do more than just deal damage.
If it is an action that deals damage, it deals the damage the original monster deals or the same damage as the monstie's signature attack (whichever is lower).
If it is a trait it is adjusted in the following ways:
- Aura damage is reduced by 1 die size.
- Any bonus to AC or a skill(s) is equal to the monsties PB.
You can choose one additional trait or action the monstie learns from the original monster at 11th level and 18th level
Ability score improvement
At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the monstie increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The monstie can't increase an ability score above 20 using this feature.
Extra Attack or Damage
The monstie can attack twice, instead of once, whenever it takes the Attack action on its turn. The number of attacks increases to three when the sidekick reaches 15th level.
If the original monster, the monstie is based on, doesn't have a multiattack or the extra attack would increase the number of attacks it has beyond the original monster's multiattack; then the monstie does not gain an extra attack. Instead the monstie's melee and ranged attacks deal one extra die of damage.
Size Increase
At 6th level, the monstie's size increases by one to Medium. At 15th level, it's size increases to Large, its maximum hit points increases by 15, and increases by 1 again whenever it gains a level.
Saving Throws
At 7th level your monstie gains proficiency in the same saving throws that the original monster has. If the original monster doesn't have any saving throw, then your monstie can gain one condition immunity the original monster has or it increases two ability scores of your choice by 1. The monstie can't increase an ability score above 20 using this feature.
Example level 1 Rajang
Rajang Monstie Lvl 1
Small wyvern (flying), unaligned
- Armor Class 13 (natural armor)
- Hit Points 10
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 8 (-1)
- Skills Athletics +4, Perception, +3
- Senses passive Perception 13
- Languages understands common, but can't speak it
- Proficiency Bonus +2
Actions
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Lighting Breath (2 Uses). The rajang exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one.
Example level 20 Nargacuga
Nargacuga lvl 20
Large wyvern (flying), unaligned
- Armor Class 21 (natural armor)
- Hit Points 169
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 18 (+4) 10 (+0) 12 (+1) 8 (-1)
- Skills Perception, +7, Stealth +11
- Senses darkvision 60 ft., passive Perception 17
- Languages understands common, but can't speak it
- Proficiency Bonus +6
Shadow Stealth. While in dim light or Darkness, the nargacuga can take the Hide action as a Bonus Action. Its stealth bonus is also improved to +17.
Actions
Extra Attack. The nargacuga makes three attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Bladed Wings. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Tail Swipe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.
Tail Spikes. Range Weapon Attack: +11 to hit, reach 30/120 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Feral Pounce (6 Uses). The nargacuga leaps towards a creature, jumping 10 feet as part of its movement, and attacks the creature with its bladed wing. The target must make a DC 19 Dexterity saving throw, taking 37 (7d10) piercing damage and be knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one. Additionally, if the target is prone or knocked prone, the nargacuga can make one bite attack against it as a bonus action.