Large Monstrosity, Neutral Evil
AC 17 Natural Armour    Initiative +3 (13)
HP 157 (15d10 + 75)
Speed 40 ft., swim 50 ft.
Mod Save
STR 20 +5 +9
DEX 16 +3 +3
CON 20 +5 +9
Mod Save
INT 9 -1 -1
WIS 14 +2 +6
CHA 8 -1 -1
Skills Perception +6, Stealth +7
Resistances Cold, Necrotic, Poison
Immunities Charmed, Frightened
Senses Darkvision 60 feet, Passive Perception 16
Languages Aquan, Common Understands Common but can't speak it
CR 10 (XP 5,900; PB +4)
Traits

Keen Smell. The Tupilak has advantage on Wisdom (Perception) checks that rely on smell.

Amphibious. The Tupilak can breathe air and water.

Vengeful Curse (Recharge 5-6). The Tupilak can cast Bestow Curse (save DC 15) on a creature it can see within 60 feet. The Tupilak can only target a creature that has wronged someone, whether directly or indirectly. This curse lasts for 1 minute or until the creature successfully makes a Wisdom saving throw at the end of its turn.

Unholy Resilience. The Tupilak is resistant to necrotic and poison damage, as well as being immune to being charmed or frightened.

Regeneration. The Tupilak regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The Tupilak makes three attacks: one with its Bite and two with its Claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 5) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 5) slashing damage.

Bone Throw (Recharge 5–6). The Tupilak hurls a jagged bone projectile at a target it can see within 60 feet. The target must make a DC 17 Dexterity saving throw or take 20 (4d6 + 5) piercing damage, or half as much on a successful save. The bone shatters after the attack, and the Tupilak cannot use this attack again until it regains the ability to do so.

Chilling Mist (Recharge 5–6). The Tupilak exhales a 15-foot cone of frigid mist. Each creature in the area must make a DC 17 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much on a successful one. The mist Heavily Obscures the area until the start of the Tupilak's next turn.

Reactions

Vengeful Retaliation. When a creature within 10 feet of the Tupilak hits it with an attack, the Tupilak can use its Reaction to make a Claw attack against the attacker.

Legendary Actions

The Tupilak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Tupilak regains spent legendary actions at the start of its turn.

Claw Strike (Cost 1 Action). The Tupilak makes one Claw attack.
Swim (Cost 1 Action). The Tupilak moves up to its swim speed (50 ft.) without provoking opportunity attacks.
Terrifying Roar (Costs 2 Actions). The Tupilak lets out a bone-chilling roar. Each creature within 30 feet that can hear it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

The Tupilak is a wrathful, dark-hearted creature of great strength and ferocity. Born of ancient magic and the bloodlust of its creator, the Tupilak is a relentless hunter. Crafted from bones, teeth, and the cursed remains of its enemies, it moves with terrifying speed, slashing and biting with immense power. Its twisted form is a testament to its creator's skill, and its mind is singularly focused on revenge.

The Tupilak's presence often brings with it a cold, oppressive atmosphere, and its chilling roar fills the air with terror. Those who cross its path are doomed unless they can escape its vengeance, for the Tupilak knows no mercy.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/9/2025 2:10:32 AM
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1
5
Coming Soon
4/11/2025 8:11:48 AM
0
1
5
Coming Soon

Habitat: Any

BloodIllrigger

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