Fear of Loud Noise. If the alma takes thunder damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Keen Smell. The alma has advantage on Wisdom (Perception) checks that rely on smell.
Forest Camouflage. The alma has advantage on Dexterity (Stealth) checks made to hide in forested terrain.
Multiattack. The alma can use its Frightning Gaze and makes two fist attacks.
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Frightning Gaze. The alma targets one creature it can see within 30 feet of it. If the target can see the alma, the target must succeed on a DC 13 Wisdom saving throw against this magic or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Frightning Gaze of all almas for 1 hour.
Description
Almas are extremely rare hulking monstrosities that stalk remote forests in a ceaseless hunt for food and solitude from society. Their mossy reddish-brown fur can let them move through the trees without anybody finding them, sometimes even for years.
Comments