Large Beast
Armor Class 13
Hit Points 45 (8d8 + 13)
Speed 20 ft., burrow 20 ft. Sand or very soft ground, swim 25 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
6 (-2)
WIS
6 (-2)
CHA
6 (-2)
Skills Athletics +10, Stealth +5
Damage Resistances Bludgeoning, Cold, Fire, Piercing, Poison, Slashing, Thunder
Condition Immunities Exhaustion, Frightened, Prone
Senses Darkvision 30, Tremorsense 15, Passive Perception 8
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Grabber.  You make checks to grapple with advantage and checks made to escape your grapple or restrain have a disadvantage.

Constrict. At the start of its turn, the Shore Kepper deals 1d4 bludgeoning damage to any creature that is grappling or restraining and all saves creatures do against abilities of the shore keeper get -1 per round it has been Grappled or Restrained.

Explorer. You can climb and move across difficult terrain without any movement penalty.

Grappler. You have advantage on attack rolls against any target you have grappled or restrained. In addition, when grappling or restraining a target, any damage you take from an attack with an attack roll that wouldn't damage your victim is split 50/50 with your victim as long as it's not Psychic damage, you may also move a creature you have restrained up to 10 ft.

Paralyzing Expert. Double your damage dice against Paralyzed creatures that you are restraining.

Amphibious. It can Breath Air and Water.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d4) Piercing damage, the creature makes a Constitution saving throw DC (14) if it fails its poisoned, takes (1d4) poison damage and if it fails the save by 5 or more its Paralyzed, the creature repeats this save at the end of each of its turns until it succeeds. this save is done with disadvantage if the creature is Restrained

Leg Pierce. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 3 (1d4) Piercing damage, the creature makes a Dexterity saving throw DC (14) if it fails the creature is no longer Grappled but is Restrained, This save is done with disadvantage if the creature is Grappled, a Creature takes 1d4 damage when it stops being restrained per every time this attack hit when the creature was restrained.

Reactions

Treasure Protector. If a creature would try to grab an item while it's up to 10 ft from the Shore Keeper, it may try to grapple the creature if it succeeds and the item is able to be grabbed by one of the creature's hands the item is  now stuck in that creature hand unless it passes a contested Athletics vs Athletics/Acrobatics check

Cruel Piercer. If a creature tries to escape the Shore Keepers grapple or restrain and it rolls a 1 on its save the Shore Kepper may make a Leg Pierce Attack using its reaction.

Description

Shore Keepers are Stealth/Group hunters and are normally found in packs of 1d4+1 normally one of them will be on the beach on top of or surrounding something that other creatures would consider either treasure or something of interest like gold or other shiny things because they know that it attracts prey so normally they are always found with treasure

Habitat: Coastal

kingdaruk

Comments

Posts Quoted:
Reply
Clear All Quotes