Large Beast, Unaligned
Armor Class 11 (natural armor)
Hit Points 24 (4d6 + 10)
Speed 50 ft.
STR
13 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
3 (-4)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws CHA +2
Skills Perception +3, Performance +4
Condition Immunities Prone
Senses Darkvision 15ft, Passive Perception 13
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The Valun-fel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Valun-fel has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Mount. The Valun-fel can be trained as a mount and may thus be ridden by one creature of its own size, or a number of creatures equal to 1 + that creature's size category offset from the size category of the Valun-fel (at DM's discretion). For example, two medium creatures or three small creatures. Encumberance rules may apply, at the discretion of the DM.

Bloodscent. A trained Valun-fel may grant advantage to or perform its own Intelligence (Investigation) and Wisdom (Nature & Survival) skill checks at the behest of its trainer or master.  

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d8-1) piercing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Hold. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be grappled.

Reactions

Bark. 1/Long rest, Non-magical effect: When a creature leaves the threatened zone of the Valun-fel, the Valun-fel may use its reaction to bark. The target must succeed a DC 10 Charisma saving throw or be stunned until the beginning of its next turn.

Monster Tags: Misc Creature

Habitat: ArcticCoastalForestGrasslandHillUrban

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