Medium Humanoid, Chaotic Evil
Armor Class 13
Hit Points 26 (5d8 + 4)
Speed 35 ft., Walk 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
11 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws STR +4
Senses Darkvision 60ft, Passive Perception 15
Languages Aquan
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Blood Sense. The Uthrak can detect open wounds and the general direction of open wounds within a one mile radius

Slime Scaled. The Uthrak has advantage on saving throws to escape grapples or effects that restrain them

Amphibious. The Uthrak can breath both air and water 

Actions

Burning Spittle(recharge 6). The Uthrak exhales a 15ft cone of boiling water, each creature in the cone must make a DC 14 Dexterity saving throw or take 6 (2d4+3) fire damage, immunity from fire do to being underwater is ignored when dealing damage.

Glaive. Melee Weapon Attack: +3 to hit, reach 10 ft., 1 target. Hit: 7 (1d10 + 2) slashing damage. 

Claw. MeleeWeapon Attack: +3 to hit, reach 5ft., 1 target. Hit: 5 (2d4 + 2) slashing damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., 1 target. Hit: 3(2d4) piercing damage

Bonus Actions

The Uthrak can use the Dash action and not chase an attack of opportunity if it occurs.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Reptilian amphibians that serve the Fathomless entity Arkon the Tentacled, they appear as humans covered in scales with a reptilian muzzle and sporting claws similar to that of daggers, their intestines churn with boiling fluids which they can expulse from their body. Often serving as emissaries or bodyguards to chosen ones of Arkon and typically serve these people to the death. 

Uthraks serve as effective shock troops as they can easily get through a line of defense as they are slick and can dash past enemies without regard for consequence

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

ThickGatorade

Comments

Posts Quoted:
Reply
Clear All Quotes