Canoloth

Canoloth

Medium fiend (yugoloth)
Challenge

STR
4
DEX
0
CON
3
INT
−3
WIS
3
CHA
1

120
16d8+48
18
Soak
2
Fort
+4
Ref
+3
Will
+3
Defense note natural armor
Damage resistances cold, fire, lightning; bludgeoning, piercing, slashing from attacks that aren’t silvered
Damage immunities acid, poison
Condition immunities poisoned

Speed 10 m.
Skills Perception +5 (16)
Senses darkvision 10 m., truesight 20 m.
Languages Abyssal, Infernal, telepathy 10 m.

Dimensional Lock. Other creatures can’t teleport to or from a space within 10 meters of the canoloth. Any attempt to do so is wasted.

Magic Resistance. The canoloth has advantage on saving throws against spells and other magical effects.

Magic Weapons. The canoloth’s weapon attacks are magical.

Maneuvers. The canoloth uses maneuvers (maneuver save Difficulty 15). It has 15 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 (Tongue only)

1 stamina die: lunge (Tongue only), spring attack, swipe, tear flesh

2 stamina dice: spellsplinter, tear tendon

Actions (2)

Bite (1/turn). Melee Weapon Attack: +6 to hit. Hit: 25 (6d6 + 4) piercing damage.

Claws (1/turn). Melee Weapon Attack: +6 to hit. Hit: 15 (2d10 + 4) slashing damage.

Tongue (1/turn). Melee Weapon Attack: +6 to hit, reach 5 m. Hit: 17 (2d12 + 4) piercing damage. If the canoloth uses the grapple maneuver, the target is pulled up to 6 meters toward the canoloth, and is restrained until the grapple ends. Until this grapple ends, the canoloth can’t make tongue attacks made against other targets.

Coastal, Lower planes, Underdark, Urbanmtof

Maneuvers

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, make a melee weapon attack and increase your reach for the attack by 1 meter.

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. 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, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

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

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

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 and bleeding level by 1 for each additional stamina die expended.

As a reaction, which you use when a creature within your weapon’s reach casts a spell, make a melee weapon attack against 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.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

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

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

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.