AC 11 natural    Initiative +0 (10)
HP 30 (5d6)
Speed 10 ft., 1.5 miles per hour or 36 miles per day. Needs two rowers to handle the skiff.
Mod Save
STR 10 +0 +0
DEX 10 +0 +0
CON 10 +0 +0
Mod Save
INT 1 −5 −5
WIS 1 −5 −5
CHA 1 −5 −5
Vulnerabilities Fire
Immunities Cold, Necrotic, Poison, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned
Gear 2 oars
Senses Passive Perception 1
Languages None
CR 1 (XP 200; PB +2)
Traits

None

Actions

Action Name. Ram: 1D6 bludgeoning damage, if the creature is medium or smaller, Dex save 14+ or be knocked prone, if save, knocked back 5 feet.

 

Bonus Actions

None

Reactions

None.

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

Cargo Capacity: 1,000 lbs. Creature Capacity: 4 individuals (including the rower)

  • Animal Handling/Vehicle/Ship handling: +2

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.

Monster Tags: construct

Habitat: Planar (Feywild)

Arkvenom

Comments

Posts Quoted:
Reply
Clear All Quotes