Small Monstrosity, Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 12 (4d4 + 4)
Speed 40 ft., Climb 25 ft., Burrow 5 ft.
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
9 (-1)
CHA
5 (-3)
Saving Throws DEX +4, CON +5
Skills Acrobatics +6, Athletics +2, Perception +5, Stealth +6, Survival +2
Damage Resistances Acid, Piercing, Slashing
Damage Immunities Poison
Condition Immunities Blinded, Poisoned
Senses Blindsight 120 ft., Passive Perception 10
Languages Can't Speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4) slashing damage - (1d4) poison damage.

Target must make a strength saving throw DC 13. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this ability makes another strength saving throw at the end of each of its subsequent turns. On a successful save, the effect ends.

Vomit Spray (Recharge 5-6): The sprog sprays a sticky caustic flem in 10-foot line that is 5 feet wide. Each creature in that line takes 2d4+4 acid damage and must make a DC 13 Dexterity saving throw,

On a failed save, the affected creature is restrained until the end of his next turn as his body is coating by a heavy layer of the corrosive substance. On a successful save, the creature isn't affected and damage from the attack is halved.

The restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
The creature has disadvantage on Dexterity Saving Throws.

Reactions

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4) slashing damage - (1d4) poison damage.

Target must make a strength saving throw DC 13. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this ability makes another strength saving throw at the end of each of its subsequent turns. On a successful save, the effect ends.

Description

Sprog are intelligent monstrosities that prefer to live in dark forests and subterranean caverns. They enjoy keeping creatures alive while they feed, peeling off the skin and plucking out the eyes before moving on to the more savory organs.

Sprog are eyeless, have long sharp claws, an extremely muscular physique and a thick outer layer of slimy yellow skin.

While killing they have been known to smile.

Young Sprog range from three to six months in age.

Previous Versions

Name Date Modified Views Adds Version Actions
10/7/2018 5:03:20 PM
23
0
1
Coming Soon
10/15/2018 3:16:49 AM
53
0
2
Coming Soon

Habitat: ForestMountainSwampUnderdark

rollthedog72

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