Small Beast, Chaotic Neutral
Armor Class 8
Hit Points 115 (7d20 + 25)
Speed 20 ft., Fly 40 ft., Swim 40 ft.
STR
15 (+2)
DEX
17 (+3)
CON
13 (+1)
INT
18 (+4)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +7
Condition Immunities Charmed
Senses Passive Perception 18
Languages Common Telepathic Telepathic Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Special Trait Name.

Fly

The animal can fly double their walk speed in any direction.

Swim

The animal can swim up to double their walk speed in any direction allowing them to go underwater for a short amount of time.

Actions

Melee Attacks

Bite   Roll a 1d20 to hit,  reach of 1 foot, targeting one target. Hit: 1 (2d10 + 5) Piercing Damage

Talon Slash  Roll a 1d20 to hit range 3ft. It can hit one target, Hit: 2 (2d15 + 5) with slashing damage

Reactions

Dodge

When the duck gets hit it rolls a 1d20 to see if it dodges the attack. It has infinite uses, the duck must roll higher than the player to dodge the attack.

Legendary Actions

Enter the description for how legendary actions work for your monster

Quack (Costs 1 Action). This action allows the duck to make a loud quacking sound. It alerts all nearby ducks that it needs help also making the enemy frightened with an intelligence saving throw of 15 or higher. If the player manages to get hit by the quack it takes 1d5 psychic damage and the enemy loses one turn giving the enemy an advantage on their attack against the player.

Description

The Albino Duck is a monstrous creature often seen in its lair of the swamp with its gang of ducks. It is a duck with cloudy white feathers and red beady eyes. 

Lair and Lair Actions

It's a damn duck.... it lives in the swamp and always has two other ducks with it at all times. When the Albino Duck dies the other two ducks stay to fight

 

Previous Versions

Name Date Modified Views Adds Version Actions
11/26/2019 1:22:58 AM
3
2
--
Coming Soon

Habitat: Swamp

EvilDuck

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