Keen Hearing and Smell. The otter has advantage on Wisdom and Perception checks that rely on hearing or smell.
Rage. While raging, the Volcano Otter gains the following benefits:
- advantage on STR/DEX checks and STR/DEX saving throws
- resistance to bludgeoning, piercing, and slashing damage
The otter's rage lasts for 1 minute. It ends early if they are knocked unconscious or if their turn ends having not attacked a hostile creature since their last turn or taken damage since then. Their rage will also end on a successful application of scritchies or a successful offering of num-nums.
Reckless Attack. When cornered, the otter can throw aside all concern for defense to attack with fierce desperation. When it makes its first attack on its turn, it can decide to attack recklessly. Doing so gives it advantage on melee attack rolls using Strength during this turn, but attack rolls against it have advantage until its next turn.
Pack Tactics. The otter has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The otter makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Description
Volcano otters can be found living around volcanic systems. They are resistant to many types of damage associated with volcanoes, including fire and poison. They can be observed playing in rivers of lava and lava pools or cavorting in lava tubes and among basalt cliffs.
They are also known as Angry Volcano Otters due to their short, fierce temper. They are fiercely territorial because of the limited nature of their preferred environment. They are competent, if slow, burrowers, with strong, tough claws to break apart volcanic rock. They live in close-knit family units, with young males striking out on their own through the Underdark to find new mates or living spaces.
If you see a family of otters running away from a volcano at top speed, you should follow as quickly as you can.
Lair and Lair Actions
Lair Actions. On initiative count 20 (losing initiative ties), the main otter male takes a lair action to cause one of the following effects; the otter can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 5-foot-high, 1-foot-radius geyser. Each creature within 5 feet the geyser’s area must make a DC 5 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 15-foot radius around the otter. Each creature other than the otter and its kin on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the otter can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.







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