Huge Monstrosity, Chaotic Neutral
Armor Class 17 Natural Armor
Hit Points 184 (16d12 + 80)
Speed 60 ft., Climb 60 ft., Fly 40 ft.
STR
21 (+5)
DEX
20 (+5)
CON
21 (+5)
INT
7 (-2)
WIS
14 (+2)
CHA
17 (+3)
Skills Perception +10, Stealth +9
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 20
Languages Telepathy 120 ft. Beasts Only Telepathy 120 ft. (Beasts Only)
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Traits
Disaster Fields. A creature within 15 feet of the nue must roll a d10 and subtract the number rolled from its attack rolls, ability checks, and saving throws.
Nue's Curse. A creature hit by three of the nue’s attacks on one turn must make a DC 15 Charisma saving throw. On a failed save, the target is cursed—its creature type becomes Beast, its Intelligence and Charisma scores fall to 5 if they weren’t already lower, and it can’t cast spells or speak. The creature can still identify friends and foes, use magic items, attack, and take other actions. This curse lasts until the creature finishes a short or long rest, or until the nue choses to lift the curse (no action required) or dies

Actions

Actions
Bite. Melee Attack Roll:+9 Attack, reach 5 ft. Hit: 2d12+5 Piercing damage
Claw. Melee Attack Roll:+9 Attack, reach 5 ft. Hit: 2d8+5 Slashing damage
Tail. Melee Attack Roll:+9 Attack, reach 10 ft. Hit: 2d4+5 Piercing damage. and the target must make a DC 17 Constitution saving throw. On a failure, it takes 27 (6d8) poison damage and is poisoned for 1 minute. On a success, it takes half as much damage and is not poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the condition on a success.

Multiattack. The nue makes one Bite attack, one Claw attack, and one Tail attack.

Bonus Actions

Bonus Actions
Beast Sovereign (3/Day). The nue issues a telepathic command to one Beast it can see within 60 feet of itself. The creature must succeed on a DC 15 Wisdom saving throw or be forced to use its action on its next turn to attack one creature of the nue’s choice.
Whistling Howl (Recharge 5-6). The nue lets out a howl. Each friendly creature within 60 feet of it that can hear the howl loses the frightened condition and gains advantage on saving throws against the frightened condition for 1 minute. Each other creature within 60 feet of it that can hear the howl must succeed on a DC 15 Wisdom saving throw or be frightened of the nue for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Whistling Howl for 24 hours.

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

DESCRIPTION
The whistling call of the nue is a warning that man, beast, and yokai alike have long learned to fear. This chimeric yokai has the skull of a monkey, the body of a tiger, and a tail that morphs into a venomous serpent. Rumoured to be the first true yokai, it is an ancient sovereign of beasts and an omen of disaster and dread. Sowing chaos wherever it roams, the nue's ferocity and unpredictable magic represent a remnant of a forgotten, untamed world.


Nue's Curse. The nue is notorious for its disaster field—a chaotic, magical aura that inflicts misfortune upon all within its proximity. This power is intertwined with the nue's mythology, with many stories reciting how its appearance coincided with great tragedy and cataclysm. Some folktales speak of the nue's curse targeting specific individuals, rendering great warriors
and emperors alike helplessly sick for nights on end until either they or the nue are killed.


Nuekō. Nue have litters of three to five young every century, and the birth of these young, called nuekō, are significant moments. While carrying unborn nuekō, mother nue are dangerously aggressive and powerful, their disaster fields growing so potent that they disrupt the weather, generating thick, black clouds that plunge acres of land into perpetual darkness and misfortune. Nuekō are highly valued by spellcasters, their gentler nature and charming appearance making them prized familiars. Unlike the nue, whose chimeric body serves a singular, lethal purpose, a nuekõ's head and tail are independent, often play-fighting with one another and competing for food. Only after a nuekō grows into a nue across the first decade of
its life do its simian head and serpent tail synchronise into a single mind.

Previous Versions

Name Date Modified Views Adds Version Actions
4/9/2026 12:27:04 AM
1
0
1
Coming Soon
ZOleary

Comments

Posts Quoted:
Reply
Clear All Quotes