Large Monstrosity, Unaligned
Armor Class 19 Natural armor
Hit Points 98 (11d10 + 33)
Speed
STR
20 (+5)
DEX
23 (+6)
CON
16 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
9 (-1)
Skills Acrobatics +12
Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Blood Frenzy. The vizzerdrix has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Pounce. If the Vizzerdrix moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Vizzerdrix can make one bite attack against it as a bonus action.

Running Leap. The barlgura’s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.

Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions

Action Name. The vizzerdrix makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

stew1416

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