Kryx RPGThemesCreatures
Banderhobb

Banderhobb

Large monstrosity
Challenge
5

STR
5
DEX
1
CON
5
INT
0
WIS
2
CHA
−1

84
8d10+40
17
Soak
1
Fort
+6
Ref
+4
Will
+2
Defense note natural armor
Condition immunities charmed, frightened

Speed 5 m.
Skills Athletics +8 (19), Brawn +8 (19), Insight +2 (13), Perception +2 (13), Stealth +4 (15)
Senses darkvision 20 m.
Languages understands Common and the languages of its creator, but can’t speak

Maneuvers. The banderhobb uses maneuvers (maneuver save DC 16). It has 14 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Bite only)

1 stamina die: ambush, blind, fling (Tongue only), fountain of blood, gag, spring attack, stalking shadow

Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 2 kilometers of the banderhobb.

Shadow Stealth. Once on its turn while in dim light or darkness, the banderhobb can use Stealth without using an action.

Actions (2)

Bite (1/turn). Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 22 (5d6 + 5) piercing damage. If the banderhobb uses the grapple maneuver, the target is restrained until the grapple ends, and the banderhobb can’t use its bite attack or tongue attack on another target.

Tongue (1/turn). Melee Weapon Attack: +8 to hit, reach 3 m. Hit: 15 (3d6 + 5) necrotic damage, and if the target is Medium or smaller, it must make a DC 16 Reflex saving throw. On a failed save, the target is pulled to a space within 1 meter of the banderhobb and it can make a bite attack against the target.

Swallow (1/turn). The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb’s turns. A creature reduced to 0 health in this way stops taking necrotic damage and becomes stable. The banderhobb can have only one target swallowed at a time.

While the banderhobb isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 1 meter of it. The creature exits prone.

If the banderhobb takes 15 damage or more on a single turn from the swallowed creature, the banderhobb must succeed on a DC 15 Fortitude saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 2 meters of the banderhobb. If the banderhobb dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 3 meters of movement, exiting prone.

Shadow Step (1/turn). The banderhobb magically teleports up to 5 meters to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.

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Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to blind a creature by striking a sensitive area. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be blinded for 1 minute/stamina die. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success.

As an action you can attempt to grab and throw a creature that is your size or smaller with a natural weapon such as a tentacle. The creature must succeed on a Reflex saving throw or you throw it up to 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to render it unable to speak. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t speak for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when an enemy within 5 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.