Large Fiend, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 7 (1d8)
Speed 30 ft., Fly 60 ft., Swim 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
13 (+1)
INT
14 (+2)
WIS
11 (+0)
CHA
13 (+1)
Saving Throws DEX +3, CON +3, WIS +2, CHA +3
Skills Perception +4, Stealth +3
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Abyssal
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Amphibious. The duck can breathe air and water.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.

Poison Breath (Recharge 5–6). The duck exhales poisonous gas polluted with needle like teeth in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. 

Description

The most cunning and treacherous of ducks, Waddles awakened form is triggered by it's hatred of devils, or by the command of it's master.

Waddles can awaken once per day if it's master commands it, and stays awakened until reduced to 0 HP, when Waddles will revert to it's smaller form. The reversion takes an exhaustive toll upon it's master if it was a willful summon, equal to one level of exhaustion.

If Waddles starts it's turn within 30 feet of a fiend (devil) of challenge rating 2 or higher, Waddles will awaken on a 5-6 on a d6 roll, and stays awakened until reduced to 0HP.

After awakening, Waddles cannot transform again until the next dawn. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/4/2024 10:34:54 PM
2
1
--
Coming Soon
BaelSunreaver

Comments

Posts Quoted:
Reply
Clear All Quotes