Kryx RPGThemesCreatures
Male Steeder

Male Steeder

Medium monstrosity
Challenge
¼

STR
2
DEX
1
CON
2
INT
−4
WIS
0
CHA
−4

13
2d8+4
14
Fort
+3
Ref
+2
Will
−2
Defense note natural armor

Speed 5 m., climb 5 m.
Skills Insight +0 (11), Perception +2 (13), Stealth +3 (14)
Senses darkvision 20 m.

Maneuvers. The male steeder uses maneuvers (maneuver save Difficulty 12). It has 2 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, inject venom (bite only), pounce, spring attack

Natural Jumper. The steeder can jump great distances. Double its Athletics result to determine how far it can jump.

Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage.

Sticky Leg. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: The target is stuck to the steeder’s leg and is grappled until it escapes (escape Difficulty 12). The steeder can have only one creature grappled at a time.

Underdarkmtof

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.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon in an attempt to inject venom. You must have a form of venom inherent to your body to use this maneuver. On a hit, the creature must make a Fortitude saving throw against poison (Difficulty equal to 8 + your Constitution + your proficiency bonus).

On a failed save, it takes poison damage equal to the stamina die and is poisoned for the duration.

On a successful save, it takes half as much damage.

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

Enhance

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

As an action, you can make a melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

Enhance

You can increase the damage and target a creature of a larger size 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.