Tiny Beast, Typically Chaotic Good
Armor Class 14 Natural Armor
Hit Points 22 (2d12)
Speed 25 ft., Walk 35 ft., Climb 20 ft.
STR
14 (+2)
DEX
18 (+4)
CON
13 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +6
Skills Perception +3, Stealth +4
Damage Immunities Psychic
Condition Immunities Blinded
Senses Darkvision, Tremorsense, Passive Perception 15
Languages Aarakocra since they spent a lot of time with Aarakocras during the early stages of their evolution., Elvish
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Temperature Guardian. The Croffin is not affected by any heat or cold and will not take damage from anything that is heat or cold related (Will be burnt and still damaged by fire, ice and cold damages but will not take damage or have to make saving throws in a warm or cold climate).

Heavy Breather. The Croffin can breathe up to the top of the atmosphere and down to the core of the planet.

Stealth Master. The Croffin can take the Disengage or Hide action as a bonus action on each of its turns. 

Pack Tactics. The hunter has advantage on an attack roll against a creature if at least one of the hunter’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The Croffin uses 2 or more Talon attacks.

Talons. Melee Weapon Attack +4 to hit, reach 5 ft., 1 target. Hit: (1d8 + 2) slashing damage.

Owl Screech. (WIS Saving Throw DC 14) In a radius of 60ft, on a failed save take 2d4 psychic damage, and take 1d4 on a successful save.

 

Bonus Actions

Call For Help. The Croffin can call one or more allies to the battlefield.

Dash. The Croffin can take the dash action.

Reactions

Quick Wings. The Croffin can use it's reaction to open it's wings to avoid falling.

Legendary Actions

Croffins can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Croffins regains spent legendary actions at the start of their turn.

Detect. The Croffin makes a Wisdom (Perception) check.

Talon Slash. The Croffin makes one Talon attack.

Croffin Call (Costs 2 Actions). Call upon the powers of Meootkah to strike down on a point in a 30ft sphere based on the croffin and deal 2d12 radiant damage while a yellow lightning bolt strikes down. 

Description

Cat, Owl and Griffin merged, they were created by Elven mages that used the True Polymorph spell to turn a Griffin into an Owl right when a thunder bolt hit the creature they were targeting which made it get metal like scales and it's main appearance, it was then after that when the Owl-Griffin creature reproduced with the Elven cats that the Croffin species was created. The Cat part of it is responsible for the legs, the ears, the general body shape and the darkvision of the eyes, the Owl part is responsible for the rest of the eyes and the face and the Griffin part is responsible for the tail. 

Lair and Lair Actions

The Croffin most often lives in or on tall mountains or high trees and they especially like colder places and areas.

Lair Actions

On initiative count  20 (losing initiative ties), the Croffin takes a lair action to cause one of the following effects; the Croffin can’t use the same effect two rounds in a row:

  • Lightning strikes down in a point the Croffin chooses within 60ft of itself and deals 1d10 lightning damage.
  • A group of 2-5 Croffins come on to the battlefield.
  • The winds get colder and every creature not used used to the cold will have to make a CON save DC 16 and the creatures used to the cold (Except croffins) will have to make a CON save DC 13 with advantage. This check has to be repeated every third round and a fail results in 2d8 cold damage on a failed save or the damage divided by four on a sucesseful (rounded up).

Regional Effects

The region containing a legendary Croffin’s lair is often times much thinner air and much colder, which creates one or more of the following effects:

  • Players which are not used to thin air or the cold might need to make CON saving throws (DC 13) If they fail they get 1 point of exhaustion using one D&D's exhaustion rules and take 1d6 cold damage.

If the Croffin dies, these effects fade over the course of 2d4 days.

Previous Versions

Name Date Modified Views Adds Version Actions
1/18/2023 11:09:57 AM
5
1
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Coming Soon

Habitat: ArcticMountain

L00lokke

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