To round out my winged monkey entries derived from Andrew Kolb's Oz: A Fantasy RPG.
medium monstrosity, neutralAC: 12; HP: 21 (3D8+6); Initiative: +2; Senses: passive Perception 14; Speed: 30 ft., climb 30 ft., fly 60 ft.
STR: 14, DEX: 14, CON: 14, WIS: 14
Skills: Athletics +4, Perception +4, Stealth +4; Vulnerabilities: electrical and weather-based attacks; Language: Common; CR: 01 (200 XP); PB: +2
TRAITS
Flyby Attack: It doesn't provoke an attack of opportunity when it flies out of its opponent's reach.
Fury: It has advantage on all STR ability checks or saves and adds +2 to hit and +2 damage on its melee attacks.
Lift: Treat them as Large for determining their carrying capacity.
Monkey See, Monkey Do: It can mimic any spell up to 2nd-level it sees performed, including cantrips. To perform this action on its next opportunity to act accordingly, it must make an INT save versus the DC of the original spell.
ACTIONS
Multiattack: It can make up to two rend attacks.
Rend: melee natural attack (+6 to hit, reach 5 ft., one target. Hit: D6+4 slashing damage)
Throw Object: ranged weapon attack (+4 to hit, ranged 20/60 ft., one target. Hit: D4+2 bludgeoning damage)
Screech: CON save DC10, radius 60 ft. Failure: deafened for 1 minute.)
Summon Winged Monkey Allies (1/Long Rest): Summon D4 winged baboons. Summoned baboons may not do likewise in the same encounter.

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