Medium Monstrosity, Chaotic Evil
Armor Class 19
Hit Points 158 (12d12 + 39)
Speed 75 ft., Climb 50 ft.
STR
17 (+3)
DEX
20 (+5)
CON
18 (+4)
INT
17 (+3)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws STR +7, DEX +9, CON +8, INT +7
Skills Athletics +10, Stealth +10
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Prone
Senses Blindsight 20 ft, Darkvision 150 ft., Passive Perception 18
Languages Any language the cursed speaks can talk but they rarely do
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Unyielding monster. If damage reduces the vol to 0 hit points, it must make a Constitution saving throw with a DC of 5 + half the damage taken, unless the damage from a critical hit. On a success, the volatile drops to 1 hit point instead.

Stealth Movement the volatile can move at full speed and stay hidden 

 To be able to use THE BITE OF 87?!? the volatile must pin its target for three of its turns to analyze its target and strike!! the move ignores all types of immunity and resistance

The volatile has the benefits of all the cursed person's magic items and resistances.

Actions

Pounce. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 4 (2d6 + 5) bludgeoning damage.

Multiattack. the voloile can make three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 6) piercing damage 

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d4+ 4) slashing damage.

 Acid Spit. Ranged Weapon Attack: +7 to hit, range 80/130 ft., one target. Hit: 7 (1d10+7) Acid damage;

THE BITE OF 87?!? Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (4d20+20) piercing damage 

Bonus Actions

Active landing this monster can use its bonus action to negate all fall damage. 

Dart this monster can double its movement speed as a bonus action.

Grapple throw when an enemy misses an attack on the volatile it can use its bonus action to throw them and trip them up the player needs to succeed an 18 DEX save or be knocked prone. the volatile can use this three times per bonus action 

 

Reactions

As a reaction, the volatile can jump three times 40 feet for each jump (this does not make it take fall damage). if the volatile lands on an enemy it can use one of its jumps to grapple the creature if it fails it cannot use any more jumps. if the creature is grappled it cannot use any actions. jumping provokes opportunity attacks and if one hits the jump length is decreased to 20 and it cannot use any more jumps.

Description

The Volatile is a monster that only emerges at night

the volatile is actually a cursed individual that turns when night falls unless they are near a natural light source like fire or luminescent mushrooms magic light cannot stop them from turning. the most reliable way to turn a humanoid back from the transformation is sunlight fire also works but its slower around an hour  

Volatiles have broad shoulders and size around a foot taller than the regular person that has the curse

it has exposed bone and muscle and a mandible jaw that it uses to tear its victims apart

 They can audibly be identified by their heavy breathing and loud screeches. Volatiles are extremely fast and can navigate through the dark at high speeds scaling obstacles and buildings as if they were nothing.

Lair and Lair Actions

This creature's lares are located in dark caverns or abandoned mineshafts far away from sunlight. the area around the nest reeks of rotten flesh from the bodes of the victims it has collected and the screams of developing zombies and the shaking roars of the voloiles.

Regional Effects

The region containing a voloile nest is warped by the corruption of the curse, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse since the plants grow thick and twisted 
  • Fog lightly obscures the land within 6 miles of the lair
  • The air surrounding the lair has a smell of brimstone 

Previous Versions

Name Date Modified Views Adds Version Actions
6/16/2022 11:57:26 PM
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3
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Habitat: MountainUrban

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