Medium Aberration, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., Fly 60 ft.
STR
15 (+2)
DEX
15 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +4, WIS +3
Skills Acrobatics +4, Perception +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 13
Languages Birdfolk, Vulpin can understand Auran but can’t speak it
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Death in Shadow. When the jerbeen horror dies, its body and its equipment dissolve into shadows and disappear, leaving nothing behind.

Shadow Sight. Magical darkness doesn’t impede the vulpin horror’s darkvision.

Shadowed Guile. The vulpin horror’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: vicious mockery

1/day each: ambush prey*, bane, mirror image

*Indicates a spell from the Humblewood Campaign Setting.

Actions

Multiattack. The vulpin horror makes one attack with its bite and one with its talons.

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

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

Description

This nightmare is conjured from Arrevis’s  shame and guilt at what he had become during his time working for the devotees of Kren. It is a devilish, vulpin-like creature with curved horns sprouting from its brow, and dark feathered arms with talons like a raptor. Should Arrevis fight it, it takes every opportunity to taunt him, calling him a fool for ever thinking he could ever be redeemed.

Role_Society

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