Large Monstrosity, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 50 ft., fly 60 ft.
STR
15 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
7 (-2)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws CON +5
Skills Perception +3, Stealth +4
Damage Resistances Bludgeoning
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 13
Languages Terran
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Keen Hearing and Smell. The stone flyer has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance. The stone flyer has advantage on saving throws against spells and magical effects.

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

Earth Glide. The stone flyer can glide through almost any type of earth, but not metal, as easily as a bird soars through the skies. This movement leaves no trail, or signs of it's presence, behind.

If an earth altering spell, like Mold Earth or Move Earth, is cast in an area occupied by a Stone Flyer the creature is safely moved out of the area of effect, usually away from the caster.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Description

A Stone Flyer is not too far removed from it's common wolfen cousins. It prefers to attack in packs, secure incapacitated, or dead, prey and then disappear into the earth with it's trophy using it's innate Earth Glide ability, which that makes it a well sought after mount in places like the Underdark, though it's natural Evil disposition makes it a tricky ally to keep.

If willing, or if domesticated, a stone flyer can be used as a mount capable of taking flight if not carrying cargo above 335 pounds. Under these same conditions a stone flyer can also extend it's Earth Glide trait to anything in contact with,, or connected to, it (like a familiar in the shoulders of a creature riding it).

 

TRAINING YOUR EVIL DOG

Many an adventurer would jump at the opportunity to have an exotic creature like a Stone Flyer at their side. But these are evil creatures, so how would they even go about? The same way one would bargain with a drow smuggler in the surface, or slightly inept duergar trying to scam surfacers in the Blade Bazaar of Gracklstugh

Personally i would recommend a limit of 2 starting attempts per player at a DC 22 Charisma Check for adults (Animal Handling under normal circumstance, or anything other Charisma check if the PC speaks Primordial, therefore cna hold a conversation with the target), or DC 15 for a pup, to convince them to stick with the character. Then 6 work weeks worth of training it, to be an effective mount, by someone good enough at it, which means an NPC or a player that manages to pass an DC 18 Intelligence (Animal Handlig) check for first 3 weeks of training, at which point failing in the check just delays the training by a week

 

Monster Tags: Elementalmonstrosity

Habitat: Underdark

Arcojin

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