Shoosuva

Shoosuva

Large fiend (demon)
Challenge

STR
4
DEX
1
CON
3
INT
−2
WIS
2
CHA
−1

110
13d10+39
16
Soak
1
Fort
+5
Ref
+4
Will
+2
Defense note natural armor
Damage resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Damage immunities poison
Condition immunities charmed, frightened, poisoned

Speed 8 m.
Skills Athletics +6 (17), Brawn +6 (17), Perception +4 (15), Wilderness +4 (15)
Senses darkvision 10 m.
Languages Abyssal, Gnoll, telepathy 20 m.

Maneuvers. The shoosuva 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:

1 stamina die: grapple (Bite only), rampage, spring attack, tear flesh

2 stamina dice: tear tendon

Actions (2)

Bite (1/turn). Melee Weapon Attack: +6 to hit. Hit: 26 (4d10 + 4) piercing damage.

Tail Stinger (1/turn). Melee Weapon Attack: +6 to hit, reach 3 m. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a Difficulty 14 Fortitude saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Arctic, Forest, Grassland, Hill, Lower planesvgtm

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 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 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.

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.