Tortured Mind. If any creature attempts to read the Anserinculus' mind or emotions, a powerful wave of pain washes over them. The creature must make a DC 17 CON save. On a fail they take 4d12 psychic damage, and half as much on a success.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and if the target is small or tiny, they become grappled (escape DC 12). Until this grapple ends, the target is restrained, and the Anserinculus can not bite or honk at another target.
Multiattack. The Anserinculus makes two attacks: one with its bite and one with its tail.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target (behind the Anserinculus). Hit: 19 (3d8 + 6) bludgeoning damage.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target (in front of Anserinculus). Hit: 19 (3d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone, small, or tiny creature. Hit: 22 (3d10 + 6) bludgeoning damage.
Honk. (Recharge 7 turns) All creatures in a 60 ft. cone of the Ansericulus make a DC 14 CON save. On a success, they take no damage. On a fail, they take 5d8 thunder damage and must make a second CON save (DC 10) or become frightened.
Plate Flex. When the Anserinculus is attacked by a melee attack without weapons, it may flex the plates on it's back to deal 1d6 + 3 bludgeoning damage.
Description
The Anserinculus is a large, feathered creature. Rumored to be the monstrous disaster caused by a necromancer trying to resurrect a stegosaurus by using goose bones, the Anserinculus wanders areas near water sources in search of objects to line its lair with. The Anserinculus has plates lining its back, a long, serrated beak, a spiked tail, and a 5th leg that serves as an extra head. The leg-head has an extremely sharp beak that it uses to climb ridges and gore prey. Anserinculi are known for stealing various objects, including food, bells, and statues. The only thing certain about Anserinculi is that they exist only to cause mayhem.
Lair and Lair Actions
Ansericuli usually make nests in large, secluded ditches in the middle of forests. If possible, Ansericuli are known to make nests out of entire forest clearings or mossy caves. Ansericuli line their nests with any items they decide to keep.
Lair Actions
On initiative count 20 (losing initiative ties), the Ansericulus takes a lair action to cause one of the following effects; the Ansericulus can’t use the same effect two rounds in a row:
- The Ansericulus rolls a d4 and regains that many charges for its honk
- The Ansericulus targets one creature it can see within 60 feet. The creature must make a DC 12 WIS save. On a fail, the creature can no longer see the Ansericulus (escape DC 16).
- The Ansericulus targets a 20 foot sphere it can see within 60 feet. The Ansericulus rolls a d4 and one of the following effects occur
- The ground crumbles within the area, forming a 10 foot deep sinkhole. All creatures within the area must make a DEX save or take 1d6 fall damage.
- A nearby object (pillar, tree, stalactite) falls. All creatures within the area must make a DEX save or take 1d10 bludgeoning damage.
- A wind starts. All creatures within the area are pushed in the opposite direction of the Anserinculus and fall prone. The area becomes difficult terrain for 1d12 turns.
- The ground begins to shake. All creatures within the area must make a DEX save or fall prone. The area becomes difficult terrain.
Previous Versions
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2/5/2020 9:41:37 PM
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Coming Soon
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