Amphibious. Arson can breathe air and water.
Brush Walk: Arson can walk silently and quickly through underbrush, rendering it untraceable to trackers.
Hardy Resistance (2/Day). If Arson fails a saving throw, it can choose to succeed instead.
Multiattack. Arson can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Arson's choice that is within 120 feet of Arson and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Arson's Frightful Presence for the next 24 hours.
Description
Cunning and Backstabbing, Arson forms bonds of trust with gullible adventurers to get what it wants, then kills them. Arson is recognized by the ridge of quills that begins near its forehead and continues down its spine, reaching full height at the small of it's back.
Lair and Lair Actions
The forest dwelling Arson has no lair. Instead, it travels through the Forests and Hills that it inhabits.
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