Kryx RPGThemes
The Lost

The Lost

Medium beast
Challenge
7

STR
3
DEX
1
CON
2
INT
−2
WIS
−2
CHA
−3

78
12d8+24
17
Soak
1
Fort
+3
Ref
+3
Will
−1
Defense note natural armor
Damage resistances bludgeoning, piercing, slashing while in dim light or darkness

Speed 5 m.
Skills Athletics +5 (16), Brawn +5 (16), Insight −2 (9), Perception +0 (11), Stealth +3 (14)
Senses darkvision 10 m.
Languages Common

Maneuvers. The the lost uses maneuvers (maneuver save Difficulty 14). It has 14 stamina dice which are d8s, a dice limit of 3, 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:

At will: grapple

1 stamina die: ambush, fearsome beast, scurry, spring attack

Actions (2)

Arm Spike. Melee Weapon Attack: +5 to hit. Hit: 14 (2d10 + 3) piercing damage.

Embrace (1/turn). Melee Weapon Attack: +5 to hit. Hit: 25 (4d10 + 3) piercing damage. If the lost uses the grapple maneuver, the target is frightened and it takes 27 (6d8) psychic damage at the end of each of its turns until the grapple ends, and the lost can’t embrace another target.

Reactions

Tightening Embrace. If the Lost takes damage while it has a creature grappled, that creature takes 18 (4d8) psychic damage.

Arctic, Desert, Forest, Mountain, Swamp, Underdark, Urbanmtof

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 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 roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

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.

As an action, you can use the Disengage action and the Dash action.

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.