| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 18 | +4 | +4 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 12 | +1 | +1 |
| CHA | 5 | −3 | −3 |
Grappler. The agrohailer has advantage on attacks against creatures it is grappling.
Group Hurling. The agrohailer adds 2 to its thrown weapon attack rolls and damage if the target has been hit by another agrohailer's Ice Shard attack.
Ice Walk. The agrohailer can move across and climb icy surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement.
Keen Hearing and Smell. The agrohailer has advantage on Wisdom (Perception) attacks based on hearing or smell.
Multiattack. The agrohailer makes two attacks with its Ice Shard or Swipe.
Ice Shard. Ranged Weapon Attack: +7 to hit, range 35/75 ft., 1 target. Hit: 11 (2d6 + 4) cold damage.
Swipe. Melee Weapon Attack: +7 to hit, reach 15 ft., 1 target. Hit: 9 (1d10 + 4) bludgeoning damage.
Incessant Shouting. (Recharge 5-6) The agrohailers begins yelling and gesturing wildly as a group to no end. Each creature within 10 feet of an agrohailer must succeed on a DC 13 Wisdom saving throw and have disadvantage on Concentration saving throws and reduces ability checks by 1d4 until the end of the agrohailers's next turn.
Monkey Mischief. The agrohailer takes the Dash, Disengage, Hide, or Use an Object action.
Description
The agrohailer are relatively large monkey-like creatures with freakishly long arms and an affinity for the cold. Their arms allow them a much greater reach when throwing rocks or their preferred weapon, sharpened chunks of ice. They tend to live around natural hot springs where they relax. When irritable, they become relentless troublemakers, causing no small amount of mischief.
Previous Versions
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3/9/2025 4:55:05 AM
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Coming Soon
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