Tiny Aberration, Any Chaotic Alignment
Armor Class 12 Natural armor
Hit Points 12 (3d6 + 2)
Speed 25 ft., climb 25 ft.
STR
6 (-2)
DEX
14 (+2)
CON
10 (+0)
INT
9 (-1)
WIS
8 (-1)
CHA
4 (-3)
Skills Acrobatics +3, Stealth +2
Damage Immunities Acid, Poison
Condition Immunities Petrified, Poisoned
Senses Darkvision 60ft, Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits
  • Pack Tactics. 
    • The Xenolith gets advantage on any attack rolls or saving throws when it is with an ally.
  • Spellcasting.  
    • The Xenolith has 3 magic missiles above each of its horns. As an action it may chose to fire as many of them at any target within a 60 ft radius that it can see. They all recharge at the end of a long/short rest (Magic missile deals 1d4+1 force damage, and always hits unless the target has the shield spell active)

 

  • Taming.
    (this creature can be tamed, though it requires days of trust gaining exercises with only a single attempt at taming a day. To tame it, you must get at least 10 affection points, each one requiring you to succeed a dc15 animal handlings check, with each success giving a point. If you critically succeed the roll (aka a nat 20) you gain 2 points instead, though a critical fail will reduce your points by 1. With more points, the Xenolith will do more to trust you)
    • <-1 points: it will never trust you and will always attempt to attack you
    • 0 points: It will be hostile towards you unless you succeed a dc14 animal handling check to show you arent hostile, in which case you will be able to roll to try to tame it.
    • 1-3 Points: It will no longer attempt to attack you or your party on sight, though it will still be weary of you and will attack if you show hostility to it
    • 4-6 points: It will start to bring you gifts at the end of long rests (like random shiny objects, or things they hunted) and even try to follow you, though from a distance
    • 7-9 points: it will start to sleep next to you during long rests, listen to single syllable commands (or a single word in sign language), though wont be able to fully understand it. Also it will start to follow you proudly and stick by you as if it were a cat or crow.
    • 10 points: The Xenolith is fully tamed and will listen to basic instruction, it has the same intelligence as a crow. Though if tattooed with a Spell Wrought tattoo of comprehend language, it will be able to understand any order given, though wont be able to speak. Then, during combat, it will take its turn directly after yours, though will take the dodge action till given an order. Once given an order which costs a bonus action, once that order is given, it will continue to use its actions to do that until the task is done. (for example, if you ask it to attack someone, it will attack them till it cannot anymore, in which it will go back to dodging until given another order).
Actions

Axe Tail. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 3.5 (1d4 + 1) slashing damage. 

Acid Spit (can be used once every 5 rounds). Ranged Weapon Attack: +2 to hit, range 15/30 ft., 1 target. Hit: 5.5 (1d6 + 2) Acid damage. Also if the target is hit, they must succeed a dc:13 saving throw or have the poisoned condition till they regain the HP lost from the acid damage caused from this attack.

Bonus Actions

Quick Footed: The Xenolith can take the Disengage, Dash or Hide action as a bonus action on each of it's turns.

Description

A small alien-like creature with 3 horns with magic missiles floating above each point and an axe tail.
The Xenolith looks like a grey angry loaf of bread with teeth, horns and a tail. It has 2 bulbous eyes and a large mouth with sharp blender like teeth.


Monster Tags: abberationpet

Habitat: Urban

SunnyTheGoblin

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