Large Humanoid, Chaotic Neutral
Armor Class 12 Hide Armour
Hit Points 25 (2d10 + 5)
Speed 25 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws STR +4
Skills Intimidation +0
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Condition Immunities Frightened
Senses Tremorsense, Passive Perception 1
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Roar. If the enemy fails to roll a 10+ Dexterity save they will be stunned for the next turn.

 

Actions

Block. They turn their blubber to face the enemy to block any attacks.

Tusk Jab. Melee Weapon Attack: +2 to hit, reach 10 ft., 1 target. Hit: 7 (2d6 + 1) piercing damage.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A short, stout humanoid creature with the shape of a walrus.

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.

Habitat: Coastal

SiardonRiannodel

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