Kryx RPGThemesCreatures
Peryton

Peryton

Medium monstrosity
Challenge
2

STR
3
DEX
1
CON
1
INT
−1
WIS
1
CHA
0

55
10d8+10
16
Soak
1
Fort
+1
Ref
+3
Will
+1
Defense note natural armor

Speed 4 m., fly 10 m.
Skills Insight +1 (12), Perception +3 (14)
Languages understands Common and Elvish but can’t speak

Keen Sight and Smell. The peryton has advantage on Perception checks that rely on sight or smell.

Maneuvers. The peryton uses maneuvers (maneuver save Difficulty 13). It has 7 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: dive attack, spring attack, tear flesh, trip

Actions (2)

Gore (1/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 7 (1d8 + 3) piercing damage.

Talons (1/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 8 (2d4 + 3) piercing damage.

Hill, Mountainmm

Maneuvers

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

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.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

As an action, you can 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 if you miss by 4 or less) for each additional stamina die expended.