Kryx RPGThemesCreatures
Leucrotta

Leucrotta

Large monstrosity
Challenge
3

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 Deception +0 (11), Insight +1 (12), Perception +3 (14)
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 9 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 (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: rampage, spring attack, sprint

Mimicry. The leucrotta can mimic animal sounds and humanoid voices. 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: +6 to hit, reach 1 m. 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: +6 to hit, reach 1 m. Hit: 11 (2d6 + 4) bludgeoning damage.

Desert, Grasslandvgtm

Maneuvers

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 make an attack roll against a creature.

On a hit, the creature takes damage equal to the stamina die (or half if you miss by 4 or less), but no additional effects from hitting apply.

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