Large Beast
AC 13 Natural    Initiative +3 (13)
HP 90 (12d8 + 36)
Speed
Mod Save
STR 18 +4 +4
DEX 16 +3 +3
CON 17 +3 +3
Mod Save
INT 3 −4 −4
WIS 19 +4 +4
CHA 5 −3 −3
Senses Passive Perception 16
Languages None
CR 1 (XP 200; PB +2)
Traits

Aggressive. As a bonus action, Captain Flappers can move up to its speed to a hostile creature that it can see.

Bloodthirsty. Captain Flappers senses any creaturethat doesn't have all its hit points up to 1 mile away. It knows the general direction it is in but not its exact location. Further, Captain Flippers have advantage on melee attacj rolls agains such a creature.

Keen senses. Captain Flappers have advantage on perception checks that rely on sight, hearing or smell.

 

Actions

Multiattack. Captain Flappers makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one  target. Hit: 9 (1d10 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one  target. Hit: 15 (2d10 + 4) slashing damage, and the target must succeed on a DC 14 Strength or Dexterity saving throw (target's choice) or be knocked prone.

Cackling Roar (Recharge 6). Each creature within 20 feet of Captain Flappers must succeed on a DC 14 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, with disadvantage if Captain Flippers is whithin line of sight, ending the effect on itself on a success.

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