Large Monstrosity, Typically Neutral
Armor Class 14 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 40 ft., Climb 30 ft.
STR
19 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
14 (+2)
WIS
10 (+0)
CHA
17 (+3)
Saving Throws INT +4, WIS +2
Skills Deception +5, Perception +2, Stealth +3
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12
Languages Any two languages
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Field Parody. With 10 minutes of work, the Wabbanuk can magically create an illusion around a creature or group of creatures (up to 12 targets), so long as it can follow its targets during this time. The placement of the illusion is a subtle change over the course of the 10 minutes, which makes it nigh impossible for a creature to notice the illusion being crafted. The illusion resembles the expected terrain around the targets, but the Wabbanuk can alter it at will, causing the path to direct the targets wherever it pleases. The illusion effectively alters the senses so that it seems justified to the targets, though a sufficiently disruptive landmark or effect (such as a tree that the illusion didn't include falling) might break the immersion.
A suspicious creature can attempt to discern reality by making a DC 15 Arcana or Nature check (their choice) as an action. On a success, the illusion completely vanishes for the creature, being replaced by reality.

Mimicry. The Wabbanuk can unerringly mimic simple sounds it has heard, such as leaves rustling, a baby crying, or a bird chirping. A creature that hears the sounds can tell they are imitations with a successful DC 15 Insight check.

Actions

Multiattack. The Wabbanuk makes three attacks: one with its Bite, and two with its Claws. It can replace its Bite attack with Mind Fog, if available.

Bite. Melee Attack Roll: +6 to hit, reach 5 ft. Hit: 15 (2d10 + 4) piercing damage.

Claws. Melee Attack Roll: +6 to hit, reach 5 ft. Hit: 9 (2d4 + 4) slashing damage, and the target must make a DC 14 Strength saving throw if they are Huge or Smaller. On a failure, they are knocked Prone.

Mind Fog (Recharge 5-6). One creature within 60 feet of the Wabbanuk must succeed on a DC 15 Intelligence saving throw or become Charmed for 1 minute. While Charmed in this way, the creature is also Charmed by any creature they are aware of, and have disadvantage on attack rolls and ability checks. The Charmed creature can repeat the save at the start of each of their turns, ending the effect on a success. If they take any psychic damage, they have disadvantage on the next saving throw they make against this feature. If the creature remains Charmed for the full duration, they forget everything they experienced or learned while they were Charmed and the Wabbanuk is Invisible to them until they finish a Long Rest.

Description

A wabbanuk will establish a large territory with a few remote, desolate trails at its edges and then patrol that area, waiting for travelers to happen by. Using its powers of manipulation, it will lead their prey off course and into the wilderness away from the beaten path, where the confused and disoriented prey is then devoured. Those that survive being hunted by a wabbanuk describe how they never reached any landmarks they were supposed to, and that upon realizing this and trying to retrace their steps, everything around them suddenly changed into completely different terrain, with no path anywhere in sight. Survivors also describe the wabbanuk itself as being similar in size and shape to a bear, with spiky grey fur and no features on its head except for a massive toothy maw. Once a survivor warns of the wabbanuk's presence, the creature disappears from the area, a behavior which strongly suggests that it is intelligent enough to know that escaped prey compromises its position.

EvilPotatoChips

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