Large Monstrosity, Unaligned
Armor Class 17 Natural Armour
Hit Points 114 (12d10 + 48)
Speed 30 ft., Burrow 30 ft.
STR
19 (+4)
DEX
12 (+1)
CON
21 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
5 (-3)
Damage Resistances Slashing and Piercing from Nonmagical Attacks
Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 11
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Siege Monster. The angolpin deals double damage to objects and structures

 

Actions

Multiattack. The angolpin makes two Claw attacks. It can replace one attack with a Tongue.

Roll Up. The angolpin can roll up into a ball. Until it uncurls it has a +2 to it's AC and immunity to slashing and piercing damage. While curled up it can not attack. Instead it can move 30 in a straight line through the space of any creature smaller than Huge. The first time it enters a creatures space during this move, that creature must succeed on a DC 16 Strength saving throw or take 11 (2d6 + 4) force damage and be pushed 10 feet and knocked prone.

 

Tongue Melee Weapon Attack: +8 to hit, reach 15 ft.,1 target. Hit: 10 (2d6 + 3) bludgeoning damage. 

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 30 (4d12 + 4 piercing damage. 

Description

Monstrous, scaled beast, angolpin, also called devil wreckers, are a nuisance to farmers and hunters, and sometimes a deadly one. Armed with their sharp claws and sticky tongue, these savage brutes hunt down large prey animals, and prefer livestock over wild game. Brave hunters may try to harvest their shed scales, for anyone who thinks they can take the scales from a live one surely has a death wish. The scales are used for strong armor and healing tonic. It is hard to tame an angolpin, but one raised from birth may be persuaded to be your companion, as long as it has food.

Previous Versions

Name Date Modified Views Adds Version Actions
11/2/2023 10:30:39 PM
3
1
1
Coming Soon

Habitat: Hill

MildlyPoggish

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