Keen Hearing. The Shaelmaar has advantage on Wisdom (Perception) checks that rely on hearing.
Impenetrable Plate. The shaelmaar as an AC of 24, if it's prone and exposing its underside, the Shaelmaar AC becomes 12.
Force vulnerability. If the Shaelmaar takes force damage during its armored charge, it immediately stops and falls prone on its back and cannot take reactions until the start of its next turn.
Multiattack. The Shaelmaar makes three attacks, one tail club attack, and two with its claw.
Claw. Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Tail Club. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) bludgeoning damage.
Armored charge (Recharge 5-6). The Shaelmaar moves up to 90 ft. in a straight line, rolling without provoking attacks of opportunity, during this move it may move through other creatures. Any creatures the Shaelmaar moves through must succeed on a DC 18 Dexterity saving throw, taking 41 (8d8 + 5) bludgeoning damage and knocked prone on a fail. or half as much on a success. If the Shaelmaar collides with immovable terrains such as stone or walls, it immediately stops and falls prone on its back and cannot take reactions until the start of its next turn.
Description
The earth's innards are home to mighty strange and fearsome beasts. Were they ever to decide to ramble up to the surface, we'd all be gutted the very first day o' the invasion.
– Ramus Vendenratz, Mahakam foreman.
Underground creature. Shaelmaars spend most of their lives deep underground, having no contact with the world up above. At times, however, a shaelmaar will dig its way to the surface and devour any men within its reach. Some shaelmaars also burrow tunnels close to the surface, collapsing buildings and causing tremors in the process.
Blind monster. Since shaelmaars are blind, they find their way by sensing vibrations and listening for sounds. Thus the best tactic when fighting such a monster is to hurl something heavy or noisy against a nearby boulder or wall. Then pray silently that the beast will roll towards the sound and knock itself prone out upon striking into the obstacle.
Rilling charge. Clumsy shaelmaars might seem easy targets to hit, but when even your strongest blows bounce off the thick armor plating their backs, you realize they've little need to dodge. When threatened, a shaelmaar will curl up in a ball and roll forward with tremendous impetus, becoming an unstoppable force crushing everything in its path. An adventurer's best bet is to stay out of a charging shaelmaar's way and strike after its charge fails, revealing its vulnerable underbelly.
Previous Versions
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I would change impenetrable plate to "The Shaelmaar as an AC of 24, or 12 while prone.
Yes, i was already told that i need to change this trait, getting rid of it entirely as all the information specified in the trait are already in the Armor class part of the sheet