Leucrotta

Leucrotta

Large beast
Challenge

STR
4
DEX
2
CON
2
INT
−1
WIS
1
CHA
−2

67
9d10+18
16
Soak
1
Fort
+3
Ref
+4
Will
+0
Defense note natural armor

Speed 10 m.
Skills Athletics +5 (16), Brawn +5 (16), Deception −1 (10), Perception +2 (13)
Senses darkvision 10 m.
Languages Abyssal, Gnoll

Keen Smell. The leucrotta has advantage on Perception checks that rely on smell.

Maneuvers. The leucrotta 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: knockback, rampage, spring attack, sprint, trampling charge

Mimicry. The leucrotta can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Insight check opposed by the leucrotta’s passive Deception.

Actions (2)

Bite (1/turn). Melee Weapon Attack: +5 to hit. Hit: 8 (1d8 + 4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.

Hooves (1/turn). Melee Weapon Attack: +5 to hit. Hit: 11 (2d6 + 4) bludgeoning damage.

Desert, Grasslandvgtm

Maneuvers

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

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, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

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

The damage type is the same as the weapon used.

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, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn or Nimbleness (if it chooses to avoid you), it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.

Enhance

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