A lot of people feel the 5e ranger class is a bit lacking. I think the Hunter archetype is fine, but I agree that there are issues with the Beastmaster.
Reddit user Leuku wrote up what I thought was a nice solution to solve the Beastmaster's issues.
Check it out: What the Beastmaster Needs is Accounting
Sunday, October 25, 2015
Saturday, October 17, 2015
The Firenewt
Way back when in 1981, the firenewt appeared in the 1st edition Fiend Folio. I read that the firenewt was created by Albie Fiore for White Dwarf Magazine but I am uncertain if that is true or not. It has since appeared in Monstrous Compendium of the Forgotten Realms in 1986 and in Monsters of Faerun in 2001.
I've decided to update these charming monsters for 5e, because can you really have too many man-eating horrors?
I don't know who did this picture. It's one of the official D&D pictures for the firenewts & giant striders.
Damage Vulnerabilities cold
I've decided to update these charming monsters for 5e, because can you really have too many man-eating horrors?
I don't know who did this picture. It's one of the official D&D pictures for the firenewts & giant striders.
Firenewt
Medium humanoid, neutral evil
Armor Class
16 (chain mail)
Hit Points 22
(4d8+4)
Speed 30 ft.
Str Dex Con Int Wis Cha
13 (+1) 10 (+0) 13 (+1) 8
(-1) 13 (+1) 7 (-2)
Damage Vulnerabilities cold
Damage Immunities fire
Skills Perception +3, Survival +3
Senses passive Perception 13
Languages Draconic
Challenge ½
ACTIONS
Glaive. Melee weapon attack: +3 to hit, reach
10 ft., one target. Hit: 7 (1d10+1) slashing damage.
Longsword. Melee weapon attack: +3 to hit,
reach 5 ft., one target. Hit: 6 (1d8+1) slashing damage or 7 (1d10+1) slashing
damage if used with two hands.
Fire Breath (Recharge 6). The firenewt exhales fire on a
single creature within 5 ft. The creature must make a DC 11 Dexterity saving
throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a
successful one.
Elite
Firenewt Warrior
Medium humanoid, neutral evil
Armor Class
16 (chain mail)
Hit Points 32
(5d8+10)
Speed 30 ft.
Str Dex Con Int Wis Cha
15 (+2) 10 (+0) 14 (+2) 9
(-1) 13 (+1) 7 (-2)
Damage Immunities fire
Skills Perception +3, Survival +3
Senses passive Perception 13
Languages Draconic
Challenge 1
ACTIONS
Battleaxe. Melee weapon attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2) slashing
damage if used with two hands.
Fire Breath (Recharge 6). The firenewt exhales fire on a
single creature within 5 ft. The creature must make a DC 12 Dexterity saving
throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a
successful one.
Firenewt
Overlord
Medium humanoid, neutral evil
Armor Class
16 (chain mail)
Hit Points
52 (8d8+16)
Speed 30 ft.
Str Dex Con Int Wis Cha
16 (+3) 11 (+0) 15 (+2) 9
(-1) 14 (+2) 9 (-1)
Damage Vulnerabilities cold
Damage Immunities fire
Skills Perception +4, Survival +4
Senses passive Perception 14
Languages Draconic
Challenge 2
ACTIONS
Multiattack. The firenewt overlord makes two
battleaxe attacks.
Battleaxe. Melee weapon attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d8+3) slashing damage or 7 (1d10+3) slashing
damage if used with two hands.
Fire Breath (Recharge 6). The firenewt overlord exhales fire
on a single creature within 5 ft. The creature must make a DC 12 Dexterity
saving throw, taking 7 (2d6) fire damage on a failed save, or half as much
damage on a successful one.
Firenewt
Priest
Medium humanoid, neutral evil
Armor Class
16 (chain mail)
Hit Points
27 (5d8+5)
Speed 30 ft.
Str Dex Con Int Wis Cha
14 (+2) 10 (+0) 13 (+1) 10
(+0) 15 (+2) 8 (-1)
Damage Vulnerabilities cold
Damage Immunities fire
Skills Animal Handling +4, Perception +4,
Survival +4
Senses passive Perception 14
Languages Draconic
Challenge 2
Spellcasting. The firenewt is a 5th
level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to
hit with spell attacks). The firenewt has the following cleric spells prepared:
Cantrips (at
will): control flames, guidance, light, sacred
flame
1st
level (4 slots): bane, cure wounds,
shield of faith
2nd
level (3 slots): hold person, spiritual
weapon
3rd
level (2 slots): bestow curse, dispel
magic
ACTIONS
Glaive. Melee weapon attack: +4 to hit, reach
10 ft., one target. Hit: 7 (1d10+2) slashing damage.
Longsword. Melee weapon attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2) slashing
damage if used with two hands.
Fire Breath (Recharge 6). The firenewt exhales fire on a
single creature within 5 ft. The creature must make a DC 11 Dexterity saving
throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a
successful one.
Giant
Strider
Large monstrosity, unaligned
Armor Class
12 (natural armor)
Hit Points
32 (4d10+8)
Speed 40 ft.
Str Dex Con Int Wis Cha
17 (+3) 12 (+1) 15 (+2) 2
(-4) 10 (+0) 5 (-3)
Damage Vulnerabilities cold
Damage Immunities fire
Senses passive Perception 10
Languages –
Challenge 2
Healing from Fire. Every 3 rounds that the giant
strider is exposed to intense heat, it is healed as if with a cure wounds spell cast at 1st
level. If it is hit by magical fire, the giant strider is healed as with a cure wounds spell cast at a level equal
to the number of damage dice.
Magic Resistance. The giant strider has advantage on
saving throws against spells and other magical effects.
ACTIONS
Beak. Melee weapon attack: +5 to hit,
reach 5 ft., one target. Hit: 9 (1d10+3) slashing damage.
Kick. Melee weapon attack: +5 to hit,
reach 5 ft., one target (behind the giant strider). Hit: 10 (1d12+3) slashing
damage.
Fireball (Recharge 5-6). The giant strider emits a small
fireball from ducts near its eyes with a 60 ft. range. Each creature in a
10-foot-radius sphere centered on a point chosen by the giant strider must make
a DC 12 Dexterity saving throw. Creatures take 7 (2d6) damage of a failed save,
or half as much damage on a successful one.
Cruel
marauders believed by many to be distantly related to lizardmen, firenewts live
in hot and volcanic regions. They lair underground and when encountered outside
their lairs, it is usually an expedition setting out to exterminate someone.
Firenewts
stand 5 ½ to 6 feet in height, with smooth skin and deep crimson eyes. Their
hides are a mottled sepia color, darkest along the spine and fading to
near-white on the belly. While their teeth are quite sharp, they are too small
to making biting an effective attack.
Cruel and Martial
Firenewts
live in a harsh, martial society dominated by their priesthood. They consider
all others to be either enemies or prey, including other tribes of firenewts.
It is considered a great honor to destroy an enemy tribe’s hatching ground.
When they
capture creatures that are not immune to flame, they delight in burning them to
death. The agony of a creature burning alive causes firenewts a great deal of
amusement.
Bitter Rivalries
Though
firenewts are very organized when facing an outside foe, their tribes are rife
with vicious infighting. Petty
jealousies abound, and competitiveness can be quite extreme. These conflicts
usually take the form of attempts at sabotage or otherwise causing a rival’s
downfall rather than direct violence. Murdering a fellow member of a tribe is
considered a crime and carries a terrible price: the perpetrator is tortured
for three days before being fed to his own giant strider mount.
Larger
tribes will have a firenewt overlord, who is the strongest of the tribe’s
warriors. He and his cadre of elite warriors lead the tribe in war. The
priesthood controls the hatching ground, trains the giant striders and leads
the tribe in the worship of whatever fire god they venerate. Struggles for
control and dominance of the tribe can be rather frequent between the overlord
and the priesthood. Though these battles of will can be quite bitter, they
don’t usually result in open bloodshed.
Masters
of the Giant Striders
The
firenewts have domesticated the giant striders, and use them as mounts. A
firenewt expedition usually has two thirds of its number mounted, with the
remaining one third marching on foot. Most giant striders encountered will be
in the service of the firenewts; very few are wild and free roaming.
Giant
striders are large, flightless birds adapted to living in hot, volcanic
regions. They stand about 8 ft. tall, with mottled, leathery skin of dusky red.
Their eyes glow a dull red and steam constantly billows from their noses and
mouths. Giant striders are highly aggressive, and fear very little, making them
excellent war mounts. They can deliver a vicious bite with their saw toothed
beaks, or deliver a powerful kick with a clawed foot to someone standing behind
them.
Fire Lizard
(Young)
Large monstrosity, unaligned
Armor Class
13 (natural armor)
Hit Points
85 (10d10+30)
Speed 30 ft.
Str Dex Con Int Wis Cha
19 (+4) 10 (+0) 16 (+3) 2
(-4) 10 (+0) 5 (-3)
Damage Vulnerabilities cold
Damage Immunities fire
Senses darkvision 60 ft., passive Perception
10
Languages –
Challenge 3
ACTIONS
Multiattack. The fire lizard makes two attacks:
one with its bite and one with its claws.
Bite. Melee weapon attack: +6 to hit, 5
ft. reach, one target. Hit: 14 (2d8+4) piercing damage.
Claw. Melee weapon attach: +6 to hit, 5
ft. reach, one target. Hit: 9 (1d8+4) slashing damage.
Fire Breath (Recharge 5-6). The fire lizard can exhale fire in a
15-foot cone. Each creature must make a DC 13 Dexterity saving throw, taking 21
(6d6) fire damage on a failed save, or half as much damage on a successful one.
Firenewt
priests will typically have 1-3 young fire lizards guarding the tribe’s
hatching ground.
Fire
lizards, also called “false dragons”, have a strong resemblance to wingless red
dragons. Their scaly hides are grey, with mottled red & brown along the
back. Their eyes are yellow with black, slitted pupils.
Hatchlings
leave to fend for themselves very shortly after hatching. Fire lizards are
attracted to shiny objects, so the incidental treasure found in their
subterranean lairs will typically be gems or objects made of metal.
Scholars do
not believe that these reptiles are related to dragons, though this is far from
certain. Dragons certainly don’t have any particular desire to spend time with
these creatures.
Sunday, October 11, 2015
The Ghasts of the Vaults of Zin
In HP Lovecraft's Dream Quest of Unknown Kadath, the protagonist ends up in the Underworld of the Dreamlands. There, he encounters all sorts of monstrous things, ghasts being one of those things. Vicious, predatory, possibly the result genetic experimentation long ago, they are repulsive beings that fear the light of the sun.
I don't have a picture for this one. If you look online, you will see that a lot of different people have interpreted what the creature looks like in their own unique way.
I don't have a picture for this one. If you look online, you will see that a lot of different people have interpreted what the creature looks like in their own unique way.
Ghast
Large monstrosity, chaotic evil
Armor Class
12 (natural armor)
Hit Points
52 (8d8+16)
Speed 40 ft.
Str Dex Con Int Wis Cha
19 (+4) 12 (+1) 15 (+2) 7
(-2) 12 (+1) 6 (-2)
Skills Perception +3, Stealth +5
Senses darkvision 120 ft., passive
Perception 13
Languages Ghast
Challenge 2
Keen Smell. The ghast has advantage on Wisdom
(Perception) checks that rely on smell.
Sunlight Hypersensitivity. The ghast takes 10 radiant damage
when it starts its turn in sunlight. While in sunlight, it has disadvantage on
attack rolls and ability checks.
ACTIONS
Multiattack. The ghast makes two attacks: once
with its bite and once with its kick.
Bite. Melee weapon attack: +6 to hit, 5
ft. reach, one target. Hit: 13 (2d8+4) piercing damage.
Kick. Melee weapon attack: +6 to hit, 5
ft. reach, one target. Hit: 11 (2d6+4) blunt damage.
Ghasts are
large, semi-bipedal creatures that live deep underground. They fear the light
of day, and will quickly sicken and die if exposed to the ray of the sun.
Ghasts hop on
long legs that end with hoofed feet. Their eyes are yellowish red, and they
their hides have been described as scabrous. Their faces are curiously human-like,
even though they lack a nose or forehead. They speak their own debased language.
Pack Hunters
Ghasts hunt in packs and will readily devour any
meat they can find. They fear little, and will use their numbers to bring down
larger and more powerful prey. If there are no other sources of meat available,
they will resort to cannibalism without hesitation.
Monday, October 5, 2015
The Nightgaunt Flies Again
Halloween has sparked some inspiration in me. I was going to write up some alternate types of vampires, but then I was suddenly hit with the desire to write up the nightgaunt, a species of flying humanoid created by HP Lovecraft. They lived in the Dreamlands where they served the god Nodens and guarded the mountain known as Ngranek.
The nightgaunts appeared in the poem Night-Gaunts as well as in the novella The Dream-Quest of Unknown Kadath, both by Lovecraft. Lovecraft apparently wrote once that when he was 6 or 7, he was tormented by a nightmare in which night-gaunts would snatch him up and carry him off.
The nightgaunts appeared in the poem Night-Gaunts as well as in the novella The Dream-Quest of Unknown Kadath, both by Lovecraft. Lovecraft apparently wrote once that when he was 6 or 7, he was tormented by a nightmare in which night-gaunts would snatch him up and carry him off.
Picture by Maichol Quinto.
Nightgaunt
Medium monstrosity, neutral evil
Armor Class
14 (natural armor)
Hit Points 78
(12d8+24)
Speed 30
ft., fly 50 ft.
Str Dex Con Int Wis Cha
19 (+4) 15 (+2) 15 (+2) 6
(-2) 14 (+2) 10 (+0)
Skills Perception +4, Stealth +6
Damage Resistances cold, psychic
Condition Immunities blinded, frightened, paralyzed
Senses blindsight 120 ft. (blind beyond
this radius), passive Perception 14
Languages understands Deep Speak but can’t
speak
Challenge 3
Camouflage. When in dim light or darkness, the
nightgaunt has advantage on Dexterity (Stealth) checks.
Faceless. The nightgaunt doesn’t have a face,
nor does it need to breathe. As a result, the nightgaunt is immune to gaze
attacks as well as any attacks that require inhalation, such as Stench.
Magic Resistance. The nightgaunt has advantage on
saving throws against spells and other magical effects.
Tickle. When the nightgaunt has successfully
grappled a creature, as a bonus action it can tickle the creature with its
barbed tail. Every round, a tickled creature must make a DC 14 Constitution
save or be stunned for 1 round. The nightgaunt may continue to attempt to
tickle the creature for as long as it is grappled. The nightgaunt may move its
full speed when grappling a stunned creature.
Actions
Clawed Hands. Melee weapon attack: +6 to hit, reach
5 ft., one target. Hit: 1 piercing damage, and the target is grappled (escape
DC 14). Until this grapple ends, the nightgaunt can’t use its clawed hands on
another target.
The
nightgaunt (or night-gaunt) is a strange and mysterious species of wholly unnatural
origin. Thought by scholars to have been summoned from another plane long ago,
their motivations are unknown. Nightgaunts are more or less humanoid in shape, very
thin and with slick, black skin. They have a pair of clawed hands and a long
barbed tail that they use to “tickle” victims into submission. Perhaps their
most unsettling feature is their complete lack of a face, while a pair of
inward-facing horns adorn their head. They fly using a pair of membranous
wings, and are incredibly silent.
Oddly, they
are extremely reluctant to fly over large bodies of water.
Night Time Predators
Nightgaunts
only come out at night. They avoid exposure to the sun, though as far as can be
determined, they aren’t harmed by its rays. When they spot prey, they silently swoop down upon it, grappling it and then using their barbed tails to “tickle”
it into submission. This is by no means a pleasant experience; rather, it is a
disorienting and humiliating experience that can leave prey helpless.
Once
subdued, the nightgaunt carries its victim to someplace typically dangerous. If
it needs to, it can drop the prey while in flight, but it prefers to set the victim
down safely and leave it to the tender mercies of whatever creatures may be
near-by. Some think that nightgaunts, having no mouths, feed on the psychic
energy produced by their victim’s fear and anguish rather than the victim’s
physical flesh. It has been observed that once it has set down a victim, a
nightgaunt will frequently stay close so as to observe what happens next.
Silent Sentinels
Nightgaunts
are frequently encountered guarding something. How one entices these creatures
to stand guard is a secret known to only a few. If they aren’t guarding
something on someone’s behalf, then they are guarding their own territory
against invaders. They can be very territorial and will defend their domain aggressively,
groups of the creatures flocking together to challenge invaders.
Sunday, September 13, 2015
An Elf's Best Friend
The Cooshee, or
elven dog, was first introduced to 1st edition Advanced Dungeons & Dragons in the adventure The Lost Caverns of Tsojcanth, published
in 1982. It subsequently reappeared in 1983 as an entry in Monster Manual II. Then it returned in the Monstrous Manual (1992) and the Complete
Book of Elves (1992). The Cooshee
has most recently turned up in the Pathfinder
game, first in Forgotten Foes by Tricky Owlbear Publishing, Inc. in 2010
and then in Tome of Horrors Complete
by Necromancer Games, Inc. in 2011.
The Cooshee would
appear to be heavily inspired by the Cù-Sìth,
the mythological hound of Scottish legend. It was the size of a young bull and
bore a strong resemblance to a wolf, with a shaggy coat that was usually green,
though was occasionally white. It could hunt silently, but would sometimes let
out three bays that could be heard for miles. The baying could fill a person
with such terror that he or she could potentially die.
The Cù-Sìth was
feared as a harbinger of death, thought to carry the soul of the recently
deceased to the afterlife. The Cooshee
is a little less supernatural than that, being a very long-lived dog bred by
the elves to serve as a guardian & hunting companion. It is most frequently
encountered with elven war bands.
The Cooshee will
probably make an official appearance in D&D
5th Edition eventually, but in the meantime, here is my take on
an elf’s best friend.
Cooshee
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 16 (3d8+3)
Speed 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 3
(-4) 13 (+1) 6 (-2)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages –
Challenge ½
(100 xp)
Camouflage. The cooshee has advantage on
Dexterity (Stealth) checks when in forested terrain.
Keen Hearing and Smell. The cooshee
has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce. If the
cooshee moves at least 20 ft. straight towards a creature and then hits it with
a claw attack on the same turn, that target must succeed on a DC 12 Strength
saving throw or be knocked prone. If the target is prone, the cooshee can make
one bite attack against it as a bonus action.
Sprint. Once per minute, the cooshee can
move 4x its current speed for 1 round.
ACTIONS
Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage.
Claws. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
Cooshee, also known as elven dogs, are large
dogs only found in the forests and meadows frequented by elves. They are most
commonly encountered in the company of elves and rarely on their own. They are
quite large, typically weighing between 170 and 200 lbs, with some occasionally
reaching up to 300 lbs. Their coat is green with brown spots, and their paws
are large with heavy claws. Cooshee
usually avoid other dog species.
Loyal Guards & Companions
Elves
typically use cooshee as guard
animals and hunting companions. This extraordinarily long-lived breed is
completely loyal to its elven masters, immediately following any command and
unafraid to put itself in danger to defend its master. Cooshee only bark to warn their masters of danger, and their bark
can be heard up to a mile away.
Saturday, August 29, 2015
The Ukobach
I believe that Ukobach was originally a proper name for a specific demon, detailed in Dictionnaire Infernal back in 1818, written by Jacques Collin de Plancy. I've decided to make it into an entire race (if that is the right word) of devils that exist at the bottom of the totem pole in the Nine Hells.
This is the picture of Ukobach from Dictionnaire Infernal.
Anyway, on to the stats:
This is the picture of Ukobach from Dictionnaire Infernal.
I kind of prefer this look, created by monkeynohito over on Deviant Art. Actually a mix of a kobold & Ukobach, but I still like the look.
Anyway, on to the stats:
Ukobach
Small fiend (devil), lawful evil
Armor Class
13 (natural armor)
Hit Points
32 (5d6+15)
Speed 30 ft.
Str Dex Con Int Wis Cha
11 (+0) 15 (+2) 16 (+3) 11
(+0) 13 (+1) 8 (-1)
Tool Proficiencies Cook’s utensils
Damage Resistances cold; bludgeoning, piercing and
slashing from nonmagical weapons that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses Darkvision 120 ft., passive
Perception 11
Languages Infernal, telepathy 120 ft.
Challenge 2
Devil’s Sight Magical darkness doesn’t impede the
devil’s darkvision.
Magic Resistance The devil has advantage on saving
throws against spells and other magical effects.
Actions
Coal pan. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 7 (2d6) fire
damage.
Hurl Flame. Ranged Spell Attack: +4 to hit,
range 150 ft., one target. Hit: 7 (2d6) fire damage. If the target is a
flammable object that isn’t being worn or carried, it also catches fire.
These
diminutive, red-skinned creatures are one of the lesser kinds of devils that
reside in the Nine Hells. According to legend, the Ukobach are charged with
tending the boilers of Hell, using oil made with the blood of the damned. They
have spindly limbs, a slightly hunched posture, and almost comically large
eyes, nose and ears. The only clothing they wear is an apron made from various
sorts of leather, and they always carry a long-handled coal pan that constantly
burns with hellfire. The Ukobach are able to deftly use these pans as weapons,
heedless of the collateral damage the hellfire may cause. This hellfire is a
product of the Ukobach’s magic, not the coal pan itself.
Pyromaniacs. The Ukobach love setting things on
fire. The bigger the flame, the more they like it. They also aren’t overly
picky about what they set aflame, taking a sadistic glee throwing their
hellfire at random creatures. Fortunately, as they are only rarely summoned
from their infernal home, they do not often have opportunities to indulge in
this particular pastime.
Superlative Chefs. Ukobach love to cook and they can be
quite skilled at it. Of course, what an Ukobach considers acceptable to cook
can be quite different from what a mortal may find appropriate. It is possible
to appease an Ukobach with an interesting recipe that it hasn’t seen before,
and it is less likely to resent summoning if it has the opportunity to indulge
in this pastime. The denizens of Hell typically don’t need to eat, so the
Ukobach rarely have an appreciative audience to showcase their skills to. On
some worlds, legend has it that it was an Ukobach who invented the art of deep
frying foods.
Sunday, August 9, 2015
The Caterwaul
This is the first official D&D creature that I have converted to 5e. I've always liked the caterwaul for some reason, despite not ever having used it in game.
I believe this is the official 2nd edition AD&D picture of the caterwaul.
Caterwaul
Medium monstrosity, chaotic evil
Armor Class
14 (natural armor)
Hit Points
65 (10d8+20)
Speed 50
ft., climb 40 ft.
Str Dex Con Int Wis Cha
14 (+2) 16 (+3) 15 (+2) 6
(-2) 13 (+1) 8 (-1)
Skills Perception +5, Stealth +7
Senses darkvision 60 ft., passive Perception
15
Languages -
Challenge 3
Evasion. The caterwaul can nimbly dodge out of
the way of certain area effects. If the caterwaul is subjected to an effect
that allows it to make a Dexterity saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw, and only half damage
if it fails.
Haste. The caterwaul is able summon up incredible
speed in combat. For one minute, it gains +2 to AC, has advantage on Dexterity
saving throws, and it gains an additional action on each of its turns. That
action can only be used to take the Attack (one claw or bite attack only),
Dash, Disengage, Hide or Use an Object action. After the minute ends, a wave of
lethargy comes over the caterwaul, making it unable to move or take actions
until after its next turn. The caterwaul must complete a long rest before it
can use this ability again.
Screech. Once per minute, the caterwaul can
emit a piercing screech as an action. All creatures within 60 ft. of it must
make a DC 12 Constitution save. On a failed save, the screech deals 2d8 thunder
damage. On a successful save, the creature takes half damage.
Sprint. Once per minute, the caterwaul can
drop to all fours and move 4x its current speed for 1 round.
Actions
Multiattack. The caterwaul makes two attacks: one
with its claws, one with its bite.
Bite. Melee weapon attack: +4 to hit, 5 ft. reach, one target. Hit:
7 (1d8+2) piercing damage.
Claws. Melee weapon attack: +4 to hit, 5 ft.
reach, one target. Hit: 6 (1d6+2) slashing damage.
Caterwauls
are solitary, semi-bipedal feline predators with short midnight-blue fur,
gleaming yellow eyes and a long tail. They are capable of walking on their hind
feet, but are equally comfortable walking on all fours. Some who have
encountered them and lived to tell the tale say that their facial features are
somewhat reminiscent of elves.
They are
typically found in temperate forests and mountains, and make lairs in caves
littered with twigs, sticks and leaves. The walls are usually covered with
scratch marks where the feline has honed its claws.
Like many
cats, caterwauls hate water. They will only enter a body of water if it
absolutely must.
Natural Born Killers
Caterwauls
are vicious predators. They use their stealth to stalk prey, and then use their
speed when they attack. They typically open with their screech, then continue
the attack with their bite & claws. They have no fear of attacking humanoid
prey, but are intelligent enough to know when they are outclassed.
When it
catches prey, it will gorge itself so that it won’t need to hunt again for as
long as possible. Its diet is exclusively meat, and it will only eat something
that is freshly killed.
Caterwauls
are also very territorial, willing to challenge intruders anytime, anywhere. It
will only back down from an obviously more dangerous foe.
Shiny Baubles
Caterwauls
don’t particularly value money or other treasure, so anything they have in
their lair is usually incidental. They do, however, like shiny objects,
particularly gems. A gem will always
attract their attention, regardless of its monetary value.
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