Large Monstrosity, Neutral Evil
Armor Class 18 Natural armour
Hit Points 65 (6d10 + 5)
Speed 40 ft.
STR
19 (+4)
DEX
13 (+1)
CON
18 (+4)
INT
7 (-2)
WIS
13 (+1)
CHA
13 (+1)
Saving Throws STR +6, CON +6
Damage Resistances Slashing from Nonmagical Attacks
Senses Passive Perception 13
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Blood frenzy. The Arzdul has advantage on attack rolls against any creature that is bloodied

 

Actions

Multiattack. The Arzdul makes three attacks using Rend, Bite or tail club in any combination.

Rend. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 7 (2d6 + 3) Slashing damage.

Bite. Melee Weapon Attack: +4 to hit, range 5 ft., 1 target. Hit: 8 (2d8 + 3) piercing damage.

Tail club. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 7 (2d6 + 3) Bludgeoning damage.

Gore. Melee Weapon Attack: +4 to hit, reach 15 ft., 1 target. Hit: 9 (2d8 + 4) piercing damage.

Bonus Actions

Agressive lunge. The Arzdul moves up to it's speed towards a hostile creature it can see

Description

The Arzdul is a looming horned and shelled creature of the wild that hunts for sport. Despite their crude and barbaric tendencies they are more intelligent than the average beast and despite being territorial sometimes form small clans and are willing to work with humanoids if it benefits them.

Habitat: ForestGrasslandHillMountainPlanar (Acheron)Planar (Astral Plane)Planar (Beastlands)Planar (Elemental Chaos)Planar (Elemental Plane of Earth)Planar (Gehenna)Planar (Limbo)SwampUnderdark

EnzriL2

Comments

Posts Quoted:
Reply
Clear All Quotes