Large Aberration, Unaligned
Armor Class 14 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 50 ft., climb 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
13 (+1)
INT
8 (-1)
WIS
12 (+1)
CHA
8 (-1)
Skills Athletics +6, Perception +5, Stealth +6
Damage Resistances Acid, Cold
Senses Blindsight 120 ft., Passive Perception 15
Languages Deep Speech It cannot talk --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Echolocation. The ypth can't use its blindsight while deafened.

Keen Hearing and Smell. The ypth has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The ypth has advantage on an attack roll against a creature if at least one of the ypth’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Innate Spellcasting (Psionics). The ypth’s innate spellcasting ability is Intelligence (spell save DC 9). It can innately cast the following spells, requiring no components:

2/day: dimension door

3/day: hunter's mark

Olfactory Bond. The ypth can bond with other willing creatures (they do this regularly with their chitter). Bonds formed in this way allow it to communicate with limited telepathy amongst all of those in the bond. While bonded, the bonded group can sense what it smells as long as they are within 1 mile of each other. If its a bonded creature violates its trust, the ypth can sever the bond at will.

Pounce. If the ypth moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the ypth can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 2 (1d4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. The Lion has four tentacles, each of which can grapple one small target, or two can grapple one medium target; it can only attack with one tentacle on its turn, but it can maintain two grapples at the same time.

Frightful Chittering. The ypth can use an action to chitter menacingly with it's beak. All creatures within a 30 ft radius must make a DC 13 Wisdom saving throw or be frightened of it for 1 minute. Creatures the ypth is friendly towards have advantage on their saving throws. At the end of each turn, a creature can remake the saving throw, and on a success are no longer frightened of the ypth.

Teleport (Recharge 4–6). The ypth magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the ypth can make one bite or claw attack.

Description

These aberrations are an amalgam of features, combined into fearsome hunters. Their bodies resemble hairless lions, with scaly hide, resembling the patters of a python. Their heads have a pair of large ears, like those of a serval. Eight tentacles reach forward from their foreheads and chins that hang down over their muzzles and obscure beaks and surrounding cilia until they need to eat, verbalize or better use their enhanced senss of smell via the cilia; when this happens, they flare open their tentacles to allow access underneath, and when eating the tentacles may be used to assist in getting food into their maws. Behind their heads, the spine is covered in a dense row of dark feathers that terminate in at the end of a cluster of three long feathered tails. Along their torsos are pairs of long and thin barbed tentacles on each side that are pulled back along with their tails at rest. When an abundance of food is available and hunting becomes easy, the hide and feathers of these creature may take on bright and varied colors. Their sexual organs are cloacas, with no discernible gender.

As pack hunters, they gather in groups of 5-15. At rest, one or more will perch in an available tree to keep lookout.

They are excellent climbers, not only using their claws, but also their barbed tentacles to grip and pull themselves up anywhere that they can latch onto.

They communicate amongst themselves with rudimentary squawks and chittering, many of which are outside the range of human hearing.

A group of Ypths is called a Chitter.

Monster Tags: aberration

Habitat: CoastalDesertForestGrasslandHillMountain

NarcolepticNinja

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