Armor Class
15
Natural Armor
Hit Points
110
(8d10 + 50)
Speed
50 ft.
STR
20
(+5)
DEX
14
(+2)
CON
16
(+3)
INT
9
(-1)
WIS
11
(+0)
CHA
16
(+3)
Saving Throws
STR +8, CON +6
Skills
Athletics +8, Intimidation +6, Perception +3
Damage Resistances
Fire, Psychic
Condition Immunities
Exhaustion
Senses
Darkvision 120ft., Passive Perception 13
Languages
Abyssal, Common
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Traits
Charge. If the ackulavee moves at least 30 feet straight toward a target and then hits it with a Spiked greatclub attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
Actions
Multiattack. The ackulavee makes two attacks: one with its greatclub and one with its hooves.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage.
Spiked Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5)
Comments