Hook Horror

Hook Horror

Large beast
Challenge

STR
4
DEX
0
CON
2
INT
−2
WIS
1
CHA
−2

75
10d10+20
17
Soak
2
Fort
+3
Ref
+3
Will
−1
Defense note natural armor

Speed 5 m., climb 5 m.
Skills Perception +2 (13)
Senses blindsight 10 m., darkvision 20 m.
Languages Hook Horror

Echolocation. The hook horror can’t use its blindsight while deafened.

Keen Hearing. The hook horror has advantage on Perception checks that rely on hearing.

Maneuvers. The hook horror uses maneuvers (maneuver save Difficulty 14). It has 6 stamina dice which are d8s, a dice limit of 1, 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:

1 stamina die: ambush, spring attack, swipe, trip

Actions (2)

Hook. Melee Weapon Attack: +5 to hit, reach 2 m. Hit: 11 (2d6 + 4) piercing damage.

Underdarkmm

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 on a miss by 4 or less) if you have advantage on the attack, 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.

Enhance

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

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

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

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

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