Small Beast, Unaligned
Armor Class 13 natural armor
Hit Points 8 (2d6 + 1)
Speed 35 ft., Burrow 20 ft. *Underground and Desert Cue-Boi's Only*
STR
8 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
3 (-4)
WIS
11 (+0)
CHA
5 (-3)
Senses Darkvision 40ft, Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Keen Smell. The cue-boi has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the cue-boi's allies is within 5 feet of the creature and the ally isn't incapacitated.

Resistance. Depending on the fur color the cue-boi gains resistance to certain damage types.
White Fur - Cold Resistance
Black Fur - Acid Resistance
Red/Orange Fur - Fire Resistance
Brown/Green Fur - Poison Resistance
Yellow Fur - +1 to Armor Class and +2 to Strength

Actions

Bite. Melee Weapon Attack: +4to hit, reach 5 ft., one target. Hit: 4 (1d4-1) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 4) slashing damage.

*Depending on sub-type/fur color*
White (Cold). Bite attacks inflict 1d4-1 Cold Damage (This does not negate or override the base bite damage merely adds to it.)
Red and Orange (Fire). Bite attacks inflict 1d4-1 Fire Damage (This does not negate or override the base bite damage merely adds to it.)
Black (Acid). Bite attacks inflict 1d4+1 Acid Damage. (This does not negate or override the base bite damage merely adds to it.)
Brown/Green (Poison). Bite attacks inflict 1d4 Poison Damage. Have the player make a Con saving throw of 12 or higher. If failed inflict them with 2d4-1 Poison damage every minute for the next three of his or her turns. (This does not negate or override the base bite damage merely adds to it.)
Yellow (N/A). Bite attack becomes +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+4) piercing damage.

Description

Rat with a Unicorn horn that ends in a ball-like shape the size of a cue-ball.
Their fur varies from region to region but normally it is: White fur in cold regions. Brown and green fur in the forest or plains regions (so more humid). Yellow fur in the desert. Black fur underground. Red and Orange fur when birthed around intense heat (Underground/volcano/just overheated area.)


LORE
Cue-Boi's are called so due to the cue-ball shaped horns that grow on their heads. The balls on the horns also have magical properties that attract them to others of their species. More specifically the balls on the horn. This unfortunately makes them highly sought after by thieves and gamblers alike. Removing the ball on the horn however instantly kills the Cue-Boi so they naturally defend themselves with ferocious might. Depending on their fur color not only due to their fur color change but so does the horn taking on a lighter shade of whatever the base color is unless the base color is black or white. On Black Cue-Boi's the horn is white and on White Cue-Boi's the horn is Black. The horn color also has significance on what type of elemental damage they deal.
(White/Necrotic, Black/Holy, Yellow/N/A, Red and Orange/Fire, Brown and Green/Poison)
Due to the value of their horns they are also very rare (read nearly extinct) and it is illegal to openly hunt these creatures in many areas.
It is also said that Cue-Boi's that live in communities that have never had a bad experience with "People" are generally passive towards them. This has not been proven however and many remain skeptical.

Monster Tags: beast companion

Habitat: ArcticDesertForestGrasslandUnderdarkUrban

Fatty0666

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