Medium Or Small Beast, Unaligned
Armor Class 14 natural armor
Hit Points 45 (6d6 + 24)
Speed 40 ft.
STR
12 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +6, CON +5
Damage Resistances Poison
Senses Tremorsense 40, Passive Perception 13
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Keen Smell. The Caneracua has advantage on Wisdom (Perception) checks that rely on smell.

Camouflaged Hunter. The Caneracua has advantage on Dexterity (Stealth) checks made to hide in natural terrain, such as grasslands or forests.

Poisonous Scales. When a creature grapples the Caneracua or otherwise comes into direct contact with its scales, that creature must succeed on a DC 13 Constitution saving throw or take 5 (1d10) poison damage.

Actions

Multiattack. The Caneracua makes three attacks: one with its bite, one with its claws, and one with its stinger.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage and be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.

Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage and be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Quick Dash. The Caneracua can take the Dash action as a bonus action.

Reactions

Reaction Name. Enter the description for your action.Defensive Curl. When a creature the Caneracua can see targets it with a melee attack, the Caneracua can use its reaction to curl up, imposing disadvantage on the attack roll. If the attack misses, the attacker takes 5 (1d10) poison damage from the Caneracua's scales.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Caneracua is a small, dog-like creature covered in tough, glistening scales that run from the top of its head down to its stinger-tipped tail. Its scales are iridescent, shimmering in the light with hues of green and gold, and provide excellent natural camouflage against the foliage. Despite its long legs, the Caneracua often adopts a shortened, crouching posture, which allows it to move silently and undetected through tall grass and underbrush.

The Caneracua's head is narrow and pointed, with a mouth full of sharp, needle-like teeth. Its eyes are small but sharp, constantly scanning for prey or threats. The creature's tail ends in a venomous stinger, capable of delivering a potent poison that can incapacitate even larger foes.

Known for its stealth, agility, and surprising intelligence, the Caneracua is a master of ambush. It relies on its natural camouflage and keen senses to approach its prey unnoticed, striking with a combination of bites, claws, and stinger attacks. If threatened, it can quickly curl into a defensive position, using its poisonous scales to deter attackers.

Legends speak of the Caneracua as both a predator and a cunning survivor, capable of navigating and thriving in the most challenging environments. Its presence in an area is often marked by the sudden disappearance of small animals and the unsettling feeling of being watched from the grass.

Lair and Lair Actions

Caneracua Lair

Lair Description

The Caneracua often makes its lair in secluded, overgrown areas of grasslands, forests, or swamps. These lairs are typically well-hidden and difficult to spot, even for seasoned trackers. The lair is characterized by dense foliage, high grass, and natural camouflage that provides the Caneracua with excellent cover. Within this hidden territory, the Caneracua creates a network of tunnels and burrows, allowing it to move swiftly and undetected.

Lair Actions

On initiative count 20 (losing initiative ties), the Caneracua takes a lair action to cause one of the following effects; the Caneracua can’t use the same effect two rounds in a row:

  1. Grasping Vines. Vines and roots in the lair grasp at the Caneracua's enemies. Each creature of the Caneracua's choice within 30 feet of it must succeed on a DC 13 Strength saving throw or be restrained until the end of the next round. A creature restrained by the vines can use its action to make a DC 13 Strength check, freeing itself on a success.

  2. Creeping Shadows. The shadows in the lair seem to come to life, moving and twisting unnaturally. The Caneracua can cause an area of dim light or darkness within 60 feet to become impenetrable, as if under the effect of the darkness spell, for 1 minute. The Caneracua can see through this darkness as if it were normal light.

  3. Poisonous Spores. The Caneracua releases a cloud of poisonous spores from the vegetation in its lair. Each creature within 20 feet of the Caneracua must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, a creature takes 5 (1d10) poison damage at the start of each of its turns.

Regional Effects

The region containing the Caneracua's lair is warped by its presence, which creates one or more of the following effects:

  1. Camouflaged Terrain. Vegetation within 1 mile of the lair grows thick and tall, providing ample cover and making it difficult to traverse. Creatures have disadvantage on Wisdom (Perception) checks made to spot threats in this area.

  2. Subtle Sounds. Within 1 mile of the lair, natural sounds are amplified or muted according to the Caneracua's will. This effect makes it easier for the Caneracua to ambush prey while masking its own movements.

  3. Venomous Flora. Plants within 1 mile of the lair exude a faintly poisonous sap. A creature that touches or consumes the plants must succeed on a DC 13 Constitution saving throw or take 2 (1d4) poison damage and become poisoned for 1 hour.

If the Caneracua dies, these effects fade over the course of 1d10 days

Monster Tags: Misc Creature

Habitat: DesertGrasslandMountain

asher.stafford48

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