Medium Monstrosity
AC 14 Natural Armor    Initiative +1 (11)
HP 38 (5d8 + 3)
Speed 30 ft., Fly 30 ft.
Mod Save
STR 14 +2 +2
DEX 12 +1 +1
CON 16 +3 +3
Mod Save
INT 3 −4 −4
WIS 11 +0 +0
CHA 7 −2 −2
Senses Passive Perception 8
Languages None
CR 1/8 (XP 25; PB +2)
Traits

Amphibious. The baskling can breathe air and water. 

Keen Smell. The baskling has Advantage on Wisdom (Perception) checks that rely on smell.

Necrotic Bleaching. When the baskling takes 10 or more Necrotic damage in a single instance, it gains Disadvantage on the next attack roll it makes before the end of its next turn.

Bloodlust. When the baskling makes a melee attack against a creature that has blood and doesn't have all of its Hit Points, it can gain Advantage on the
attack roll. The baskling can use this trait a number of times equal to its tamer's Proficiency Bonus, and regains all expended uses when its tamer finishes a Long Rest.

Palytoxin 1. The first time on each turn that the baskling hits a creature with its Bite attack, the target takes an extra 3 (1d6) Poison damage. This improvement doesn't function if the baskling's Necrotic Bleaching trait triggered since its last turn.

 

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 4 (1d8+2) Piercing damage.

Description

Enter a general description for your monster here.

Hyrull3r

Comments

Posts Quoted:
Reply
Clear All Quotes