Small Monstrosity, Neutral
AC 13    Initiative +3 (13)
HP 15 (2d6 + 8)
Speed 40 ft., Burrow 5 ft.
Mod Save
STR 14 +2 +2
DEX 13 +1 +3
CON 19 +4 +6
Mod Save
INT 2 −4 −4
WIS 12 +1 +1
CHA 2 −4 −2
Skills Athletics +4, Perception +3, Stealth +5
Immunities Frightened
Senses Darkvision 60 ft.; Passive Perception 13
Languages None
CR 1 (XP 200; PB +2)
Traits

Pack Tactics. The osquip has Advantage on an attack roll against a creature if at least one of the osquip's allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.

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

Sturdy Teeth. The osquip can chew through solid rock do to it's sturdy teeth when burrowing and leaves a 2½-foot-diameter tunnel in its wake. The osquip also can add it's proficiency bonus to the damage of it's bite attack.

Poor Swimmer. The osquip has Disadvantage on Athletics made to swim.

Actions

Bite. Melee Attack Roll: +5, reach 5 feet. Hit: 6 (1d4 + 4) Piercing damage, and the osquip attaches to the target. While attached, the osquip can’t attack, and at the start of each of the osquip’s turns, the target takes 6 (1d4 + 4) Piercing damage.

The attached osquip moves with the target whenever the target moves, requiring none of the osquip's movement. The osquip can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the osquip.

Description

An osquip is an aggressive, multi-legged rodent about the size of a small dog.

They are hairless, with huge heads and large teeth. Most have six legs, a few had eight, and even fewer had ten. Their tails were not uniform either. They varied between no tail at all, to a stump, to a rat tail's length. Some claimed that their teeth were sharp enough to dig through stone.

While rats normally fled anything larger than themselves, osquips proved to be both territorial and willing to attack trespassers fearlessly and ferociously. If a party entered an area where osquips made their home, the creatures emerged quickly, and a typical swarm was very damaging. Unlike rats, osquips were not afraid of fire. Osquips had no understanding of value but collected shiny things from time to time.

Osquips used their aforementioned teeth to fight. They have a developed sense of scent and can pinpoint creatures within 5 feet (1.5 meters) and had a general sense of direction of creatures within 30 feet (9.1 meters).

Osquips built small, hidden tunnels. They had teeth that could be used to dig through rock. They are found either alone or in packs of two to sixteen specimens. They are bad at swimming.

On Toril, osquips were sometimes used as familiars.

Monster Tags: Misc Creature

Habitat: ForestUnderdark

Scarletsteam

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