Small Monstrosity, Unaligned
Armor Class 12
Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
13 (+1)
INT
5 (-3)
WIS
12 (+1)
CHA
3 (-4)
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Aura of Sadness. Any creature that can see or hear a squonk must succeed on a DC 10 Charisma saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Aura of Sadness of all squonks for 1 hour. 24 hrs after failing a saving throw against the aura of sadness you become infected with Worrying Sadness.  

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Bonus Actions

Liquid Form. When captured or frightened as a bonus action squonk can turn into tears. The squonk can enter an enemy’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.

Description

A squonk appears to be a weeping pig covered in wrinkles, warts, and puss-filled pustules. They are perpetually depressed because they believe they are ugly and unlovable.

They spend much of their time seeking out comfort foods to feel better about themselves. This draws them towards civilization where their sadness can infect others.

Worrying Sadness

When you've failed a saving throw against a squonk's aura of sadness you must make a charisma saving throw against the worrying sadness every 24 hrs. On passed saving throw you aren't affected by the worrying sadness for 24 hrs. On a failure roll a d6 on the table below.

d6 Effect

1–3 Saddness. The character has disadvantage on death saving throws and on Dexterity checks for initiative.

4–5 Fatel Meloncholally. The character has disadvantage on all saving throws.

6 Madnessof Dispare. The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma.
If a character is already suffering a despair effect and fails the saving throw, the new despair effect replaces the old one. After finishing a long rest, a character can attempt to overcome the despair with a DC 12 Charisma saving throw. (The DC is higher because it’s harder to shake off despair once it has taken hold.) On a successful save, the despair effect ends for that character.
calm emotions spell removes despair, as does any spell or other magical effect that removes a curse.

Monster Tags: Misc Creature

Habitat: CoastalDesertForestGrasslandHillMountainSwampUnderdarkUrban

Nerdarchy

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