Large Monstrosity, Neutral Evil
Armor Class 12 Natural Armor
Hit Points 19 (3d10 + 3)
Speed 60 ft.
STR
18 (+4)
DEX
14 (+2)
CON
13 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
7 (-2)
Senses Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Frightening Visage. Any creature within 60 feet of the arachin must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the arachin’s frightening visage for the next 24 hours.

 

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) piercing damage, and the creature must make a DC 10 Constitution saving throw, taking an additional 7 (2d6) poison damage on failed save, or half as much on a success.

Description

Costly Hosts. Arachin often prey on small towns, where important stock animals like horses and cows are poorly defended. These hamlets act as excellent sources of hosts for the arachin, but the cost to small towns can be devastating.

Terrifying Apparitions. Arachin have trouble integrating with horses due to the large size of the creature, and often twist the host body strangely, making their new form menacing and grotesque. Arachin horses are the source of many folk tales and horror stories about undead riders in the mist. When they are spotted at night or the early morning, many believe they are ghosts or apparitions because of the arachin’s strange appearance.

Monster Tags: monstrosity

Lngex

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