Large Monstrosity, Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 76 (8d10 + 32)
Speed 60 ft.
STR
24 (+7)
DEX
9 (-1)
CON
18 (+4)
INT
7 (-2)
WIS
14 (+2)
CHA
5 (-3)
Skills Perception +5
Senses Darkvision 120ft., Passive Perception 15
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

Pack Tactics. The beak thing's attacks have advantage if they have an ally within 5 ft. of their target and that ally is not incapacitated or unconscious.

Abnormal Toughness. If a beak thing is reduced to 0 hit points but not killed outright, it can attempt death saving throws as normal at the start of its turns. However, it stabilizes if it rolls even a single success, and regains 1 hit point on a 17 or higher.

Actions

Beak. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 or 2 targets. Hit: 22(3d10 + 5) Piercing damage. 

Eat Alive! If a creature within 5ft. of the beak thing is unconscious at 0 hit points, the beak thing can use its action to begin picking the creature apart and eating it. The creature being eaten ceases to be stable if it was stabilized prior. Additionally, it automatically fails every death save it would make until it either dies or the beak thing stops using its actions to continue eating them. If the creature being eaten dies, the beak thing destroys the corpse by eating its insides on the start of the beak thing's next turn.

If it begins eating a dead creature, the corpse is destroyed at the start of the beak thing's next turn.

Habitat: DesertForest

Anoel

Comments

Posts Quoted:
Reply
Clear All Quotes