Large Monstrosity, Unaligned
Armor Class 16 Natural
Hit Points 86 (9d10 + 16)
Speed 50 ft., Burrow 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
7 (-2)
Damage Resistances Acid, Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120ft, Passive Perception 16
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Keen Sense. Has advantage on perception rolls with sight.

Magic Weapon. the Barictalmie attacks are magical. 

Actions

Multiattack. The Barictalmie can make two Claw attacks or one Bite attack and one Claw attack

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 4) piercing damage. 

Claw. Melee Weapon Attack: +7 to hit, range 10 ft., one target. Hit: 12 (2d8 + 4) slashing damage.

Miasma Spray. (Recharge 5-6). The Barictalmie spools out this concoction of chemicals in a 30ft cone. any creature in the area must make a Con saving throw (DC 16). on a failure they take with 25 (5d10) acid damage and roll a 1d6 to see what one of the following condition they are inflicted with; on a success they take half damage and no condition is inflicted on them 

  1. Blinded&Deafened
  2. Petrified
  3. Poisoned
  4. Paralyzed
  5. Stunned
  6. Unconscious 

These condition for last 1d12 rounds at the end of the Barictalmie turn or cured by magical means

Legendary Actions

.

Description

The Barictalmie (ba-rict-all-me) is a large reptilian creature. The body of a komodo, green to grayish scales. Long limbs with a mole's claws. A long neck and a snake like head with black compound eyes like a bee.

Size. Height 15, length 17, weight 3,000-3,500 pounds

Traveling Gluttons. The Barictalmie are always moving, exploring new places to find new things to eat. They can eat anything from stone, rusted metals, fungi to feces. They don't do this out of necessity for their survival; which they do hunt for meat and consume vegetation. The reason is to find new flavors. So naturally curious they wander off across the lands to search for things to try and taste. They also do this for the need to move. A Barictalmie hates being in one area for to long. To make these long vergers the Barictalmie has come accustom to any kind of environment. whether it heat, cold, and even high altitude it can withstand.

Beasts of Alchemy. The Barictalmie is sought after by Alchemists for it's unworldly digestive system. The Barictalmie has a magical stomach acid that transmute breaking down everything it eats; and what comes out has it's feces can be something completely new. Simply gravel could become adamantine or lead to gold, the list goes on. Sadly an Alchemists or anyone that tries to keep a Barictalmie are going to have a though time doing so, with out magical aid. Barictalmie hate being in place for a long time and if their not being given new things taste. You could have one go on rampage and run off, if cooped up. Possible not given a verity of new things to taste, they may eat a valuable item or a party member.

Previous Versions

Name Date Modified Views Adds Version Actions
4/25/2019 6:42:30 AM
6
0
5
Coming Soon
5/13/2019 12:54:33 AM
49
1
5
Coming Soon
6/18/2020 10:34:24 PM
126
2
--
Coming Soon

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdark

RocksRocks333

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