Large Beast, Unaligned
Armor Class 12
Hit Points 28 (4d12 + 3)
Speed 60 ft.
STR
14 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
2 (-4)
WIS
8 (-1)
CHA
5 (-3)
Skills Athletics +2
Damage Resistances Cold
Condition Immunities Prone
Senses Tremorsense, Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Aggressive teleport. As a bonus action once per encounter, the aberrant axe beak can teleport up to its speed toward a hostile creature that it can see.

Strong Stance. The aberrant axe beak's legs are strong enough to keep it standing regardless of the attack it faces. It cannot be knocked prone until it dies.

Multiattack. The aberrant axe beak makes two attacks with its kick, or one attack with its beak and one with its kick. It cannot make a multiattack when using its cold blast.

Actions

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d12+2) bludgeoning damage.

Cold Blast (4/Day). Ranged Attack: cone 15 ft. Hit: 15 (3d6) cold damage. Target or targets within the area of effect must make a DC 15 Constitution saving throw. On a failed save, the creature is slowed for 1 round. On a successful save, the damage is halved and the creature is not slowed.

 

Description

In a wasteland created by a wizards tampering with unknown magics, some animals absorbed the arcane energy and mutated to adapt to their new environment. Though they retained their strong legs, a heavy, wedge-shaped beak, nasty disposition, and tendency to attack any unfamiliar creature that wanders too close, they also gained the ability to teleport and blast cold air from their flightless wings.

Previous Versions

Name Date Modified Views Adds Version Actions
5/20/2021 9:01:33 PM
72
5
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Coming Soon

Monster Tags: Misc Creature

Habitat: DesertGrasslandHill

Haggard_Delphin

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