| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 16 | +3 | +5 |
| CON | 14 | +2 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | -1 | -1 |
| WIS | 14 | +2 | +2 |
| CHA | 4 | -3 | -3 |
Amphibious. The Vilefang can breathe both in and out of water.
Ambusher. In the first round of combat, the vilefang has advantage on attack rolls against any creature it surprised.
Multiattack. The vilefang makes two bite attacks, or one bite attack and one poison spray attack. It can move between attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 15 (2d8 + 4) [piercing] damage + 5 (2d4) [poison] damage and the target must succeed on a DC 15 Dexterity saving throw or be poisoned for 1 minute.
Spit Poison. Ranged Weapon Attack: +6 to hit, range 15 ft., 1 target. Hit: 4 (1d4 + 2) [poison] damage and the target must succeed on a DC 15 Dexterity saving throw or be blinded for 1 minute. The target can spend an action during their turn to end this effect. If the saving throw fails by 5 or more, the target is blinded until after their next long rest and cannot spend an action to end it.
Skitterish. The vilefang can spend a bonus to either take the Disengage or Dodge action.
Evasive Panic. After being hit with a melee attack and dealt damage, the vilefang can jump up to half its movement in any direction.
Description
A twisted hybrid of alligator, gila monster, and gecko, the Vilefang is a sleek, nightmarish predator lurking in swamps, jungles, and damp caverns. Its long, sinuous body allows it to move with eerie speed, its razor-sharp teeth dripping with foul, bacteria-laden saliva that festers in wounds. When threatened, it unfurls a frilled collar around its neck, releasing a hissing screech before spitting a caustic venom that blinds and disorients prey. Agile and vicious, the Vilefang strikes from the shadows, leaving its victims helpless before delivering the final, tearing bite.







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