Quaggoth

Quaggoth

Medium humanoid (quaggoth)
Challenge

STR
3
DEX
1
CON
3
INT
−2
WIS
1
CHA
−2

45
6d8+18
15
Soak
1
Fort
+4
Ref
+3
Will
−1
Defense note natural armor
Damage immunities poison
Condition immunities poisoned

Speed 5 m., climb 5 m.
Skills Athletics +4 (15), Brawn +4 (15), Perception +2 (13), Wilderness +2 (13)
Senses darkvision 20 m.
Languages Undercommon

Maneuvers. The quaggoth uses maneuvers (maneuver save Difficulty 13). It has 5 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: rampage, spring attack, swipe, tear flesh

Wounded Fury. While it has 15 health or less, the quaggoth has advantage on attacks. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Actions (2)

Claw. Melee Weapon Attack: +4 to hit. Hit: 6 (1d6 + 3) slashing damage.

Underdarkmm

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 attack a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

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

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 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.