Huge Monstrosity, Chaotic Good
Armor Class 12 Natural Armour
Hit Points 96 (12d8 + 30)
Speed 50 ft., Fly 30 ft., Swim 20 ft.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
6 (-2)
WIS
6 (-2)
CHA
12 (+1)
Saving Throws STR +9, DEX +6
Condition Immunities Exhaustion
Senses Tremorsense The Blink Duck pats his feet on the ground and can sense creatures within 40ft, Passive Perception 8
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Dumb Duck. The Blink duck is immune to mind altering effects due to him being so stupid. 

 

 

Actions

Action Name. Multiattack. The Blink Duck makes two attacks: one with its bill and one with its quack.

Teleport. (Recharge 4-6). The Blink Duck magically teleports, along with any equipment it is wearing or carrying, up to 80 ft. to an unoccupied space it can see. Before or after teleporting, the Blink Duck can make one Bill Smash attack.

Bill Smash. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (4d8 + 4) Bludgeoning damage. 

QUACK!. (Recharge 4-6). The Blink Duck quacks as loud as it can, emitting a loud noise in a 40ft radius. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 5 (2d4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Saving successfully makes you immune to QUACK! for 24 hours.  

Reactions

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Description

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Habitat: Grassland

BunpaiDnD

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