Large Beast, Any Chaotic Alignment
Armor Class 19 Natural Armour
Hit Points 235 (6d20 + 150)
Speed 60 ft., Climb 15 ft., Burrow 5 ft., Swim 20 ft.
STR
21 (+5)
DEX
28 (+9)
CON
15 (+2)
INT
17 (+3)
WIS
14 (+2)
CHA
19 (+4)
Saving Throws STR +10
Skills Acrobatics +8
Damage Vulnerabilities Fire
Damage Resistances Poison
Damage Immunities Piercing
Senses Darkvision, Truesight, Passive Perception 14
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Poisonous Any attacks the Claw Keeper makes has an added 6d4 poison damage.

Actions

Claw The Claw Keeper deals 2d6 slashing damage as well as 6d4 poison damage. +2 to hit, 2 targets

Bite +4 to hit, reach 15 ft., 1 target. Hit: 6d6 +2 piercing damage as well as 6d4 poison damage.

Poison Spit  +2 to hit, range 40/20 ft., 2 target. Hit:  6d4 poison damage.

Grapple Every two turns, the Claw Keeper can pull someone within 20 feet of it 10 feet closer. To escape the grapple, the person being grappled must succeed on a strength check of 19 or above. This deals 1d4+2 damage.

 

Reactions

Tail Swat When you deal piercing damage, the Claw Keeper swats you with it's tail, dealing 1d10+4 damage. This does not count as an action.

Description

There was no beast that the village feared more than the Claw Keeper. It would steal sheep, cattle and humans to feast on.

--Hogan the Bard

The claw keeper is around 15 feet long and 6 feet tall. It has spiny claws all around it's body, hence it's name. It is pitch black and very hard to see in the dark.

Lair and Lair Actions

Usually just a cave or some other sort of hole.

If you enter the Claw Keeper's lair, then it attacks first no matter what it's initiative roll was.

 

PrinceParsival

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