Large Monstrosity, Neutral Evil
Armor Class 25 (natural armor)
Hit Points 15 (2d10 + 5)
Speed 45 ft.
STR
13 (+1)
DEX
18 (+4)
CON
20 (+5)
INT
5 (-3)
WIS
6 (-2)
CHA
7 (-2)
Saving Throws CON +7
Skills Perception +2, Stealth +0
Damage Vulnerabilities Slashing
Damage Immunities Piercing
Condition Immunities Charmed, Grappled, Poisoned
Senses Blindsight 60 ft., Tremorsense, Passive Perception 12
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Keen Smell. The Arakire has advantage on Wisdom (Perception) checks that rely on smell.

Monstrous Fortitude. If damage reduces the Arakire to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is slashing or from a critical hit. On a success, the Arakire drops to 1 hit point instead.

 

Actions

Multiattack. The Arakire makes two attacks

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. (the target hit by this may considered grappled the Arakire can still move up to half of its speed when grappling)

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage  and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is afflicted with the "Curse of Arana"

Reactions

Faint Death. The Arakire will often stop moving once it takes fatal damage, if it survives using "Monstrous Fortitude"  it will remain still until it is safe to flee, or surprise attack a nearby creature

Habitat: DesertForestHillMountainSwampUnderdarkUrban

00ironskull

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