Large Monstrosity, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 40 ft., climb 40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws CON +4
Skills Athletics +6, Intimidation +6, Perception +3, Stealth +5
Senses Darkvision 60 ft., Passive Perception 13
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2

Stealthy predator. The nandie-bear gains Advantage on stealth checks in its natural habitat of rocky hills, forested badlands or jungle.

Unsettling  aura. The nandie-bear has a malign aura: any animal of Int 8 or below within within 400 feet must succeed on a DC 12 Wisdom saving throw or be noticeably skittish and unsettled. Animal Handlers are at Disadvantage to control tame animals.

Actions

Multiattack. The nandie-bear makes two attacks: one with its bite and one with its claws.

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

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be grabbed  (escape DC 14)  and take an additional 2d6 more slashing damage.

Haunting Howl (Recharge 5-6). A nandie-bear's horrible call is loud and resonant, it can be heard up to one mile distant. Any animal that hears this howl will become skittish, as per the nandie-bear's Unsettling Aura ability.​
All creatures within 300 feet other than nandie-apes and nandie-bears must succeed at a DC 12 Wisdom saving throw upon hearing the howl or become frightened for 1 minute. A creature who fails this save gains Disadvantage on subsequent saving throws against a nandie-bear's haunting howl. If such a creature succeeds on three successive saving throws against haunting howl, they conquer their fear, and from then on will not gain disadvantage should they fail their initial save against a howl. A frightened creature can make a DC 12 Wisdom saving throw at the end of each of its turns, ending its frightened condition on a success.​
Nandie-apes  can be frightened by haunting howl (as above), but unlike the standard frightened condition, the apes may willingly move towards the source of the howl, and their frightened state only gives them disadvantage on ability checks and attack rolls against the nandie-bear.

If the nandie-bear rules a nandie-ape colony, its haunting howl also calls the colony's nandie-apes to come to its assistance. Typically, 1d4 nandie-apes will arrive per round for 1d3 + 3 rounds, for a total of between 4 and 24 nandie-apes. If a nandie-bear is close to its nandie colony, 1d4 nandie-apes (or more) will arrive every round until the colony's entire population has turned up.

Description

A kerit, commonly known as the nandie-bear, is a loathsome carnivore that inhabits rocky hills and tropical forests. A nandie-bear's favorite food is humanoid flesh, they prefer to eat victims from the head downwards.


Their appearance is hard to describe, a terrifying mixture of gorilla, bear and hyena that varies from individual to individual. Nandie-bears have shaggy black or red-brown fur and large curved claws like a bear or sloth. Some have disturbingly human faces reminiscent of a malevolent neanderthal. A nandie-bear normally walks on all fours, with its back sloping upwards as its forelegs are longer than its hindlegs. It can rear up on its hindfeet to stand 8 feet or so tall, but usually only does so to fight or scan its surroundings.

Nandie-bears have a curious semi-parasitic relationship with nandie-apes (also known as koddoelo). They either live alone or as the leader of a colony of nandie-apes. They never associate with their own kind except to mate. The females abandon their babies to be raised by nandie-apes, like a cuckoo leaves her eggs in another bird's nest.

A nandie-bear is eerily silent, the only sound they ever make is a horrifying howl that is one of the most terrifying sounds of the jungle. Despite their bestial appearance they are about as smart as an orc and possess keen instincts and bestial cunning. While they cannot speak, they are able to communicate in the Kerit sign language with other nandie creatures.

Tyrant of the Apes. If there's a nandie-ape colony within a nandie-bear's territory, the nandie-bear will almost invariably have taken it over. They rule the colony by terror, forcing the apes to collect food for it. If they fail to satisfy its hunger it will go hunting or devour one of its nandie-ape followers.

Solitary Hunters. A nandie-bear always hunts alone even if it rules a nandie colony, if only because the nandie-apes incessant chattering would warn away prey. They only hunt at night and are astonishingly stealthy. If a nandie-bear encounter powerful prey they use their Haunting Howl ability before attacking, to demoralize and scatter their opponents (and summon nandie-ape reinforcements if they rule a colony).

(Originally appeared in White Dwarf Magazine #18 (Apr/May 1980) as part of "The Halls of Tizun Thane" by Albie Fiore.)

 

Environment: Forest

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