Large Beast, Unaligned
Armor Class 16 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 20 ft., Climb 60 ft.
STR
16 (+3)
DEX
20 (+5)
CON
15 (+2)
INT
5 (-3)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +6, DEX +8, CON +5
Skills Acrobatics +8, Athletics +7, Intimidation +6, Perception +8, Stealth +8
Senses Darkvision 120 ft., Passive Perception 18
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Swinging Tackle. If the arpazonta climbs at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 9 (2d8) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is knocked prone the arpazonta can use its multiattack.

Entangling Body. Due to it's long limbs and flexible body the arpazonta can grapple creatures up to size class huge. Constricting around their necks and heads.

Territorial. The arpazonta has advantage on Intimidation checks made against other beasts from Gundar.

Actions

Multiattack. The arpazonta makes three melee attacks, only one of which can be a Constrict attack

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 2) slashing damage, if hit with two claw attacks the target is grappled (escape DC 15).

Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature isrestrained, and the arpazonta can't constrict another target.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (2d10 + 2) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 22 (4d10) poison damage on a failed save and be poisoned, or half as much damage on a successful one and is not poisoned. When poisoned in this way roll a D4 to see which of the following effects you gain. The target can remake the save at the end of each of its turns.

  1. Induced Paranoia. The target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies
  2. Seeing Double. The target loses the ability to focus its eyes. The target has disadvantage on all attacks against a creature. Creatures targeted by Area of Effects from the poisoned creature have advantage on their saves.
  3. Stupefied. The creatures does move or take actions on its turn
  4. Terror. The creature becomes frightened, while frightened in this way the creature sees a place to hide. This hiding spot is an illusion.
Reactions

Right Time to Strike. If the arpazonta has a creature grappled it can use a reaction at the start of the creatures turn to make a Sting attack only on the grappled creature.

Description

Arpazonta are tree dwelling mono-eyed predators that ambush their prey from the canopy. They are most recognizable for their shrieking calls and strange star shaped pupils that give them superb vision. You know you are in Arpazonta territory when you can see gash marks in the bark of trees. They are solitary creatures but do not perceive most humanoids as threats. However humanoids with machinery or visible weapons are met with chilling screams let out from these creatures just before they attack. They are swift and deadly in their ambush using momentum to get the upper hand. They will attempt to slam their heavy weight into their prey, digging their 4 dexterous clawed appendages deep into the hide of their targets while wrapping their prehensile hooked tails around them. They finish off their prey with two mobile stingers that envenomate their victims with a powerful venom that causes lethargy and hallucinations.

Habitat: Forest

Danteodon

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