Fear of Fire. If the Big Foot takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Keen Smell. The Big Foot has advantage on Wisdom (Perception) checks that rely on smell.
Camouflage. The Big Foot has advantage on Dexterity (Stealth) checks made to hide in forest/cave terrain.
Multiattack. Big Foot makes two claw attacks or one bite and one claw attack.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8) slashing damage plus 3 (1d4) necrotic damage on a failed Constitution save DC 14 or half on success
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
As a bonus action the Big Foot can make a stealth check DC 15 and on success move up to its speed to a hiding place of its choice.
As a reaction to getting hit by an attack the Big Foot can use Stench Glands. 2 charges every 24 hours Ranged Weapon Attack: +8 to hit, range 5/60 ft., any target in 60 ft cone. Target must make DC 14 Con saving throw or take (2d8) Necrotic damage on success take (2d4) necrotic damage and your immune to the stench until your next long rest.
Description
Big Foot are hulking monstrosities that stalk the forests and mountain peaks in a ceaseless hunt for food. Their camouflaged fur lets them move like ghosts against the forest landscape.
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Posted May 10, 2024The party is going to be so confused with this one!!!! 🗣️🗣️🗣️🔥🔥🔥