Windrider Eel
Large monstrosity, unaligned
Armor Class 12 (natural
armor)
Hit Points 59
(7d10+21)
Speed 30 ft., fly 60
ft., swim 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2
(-4) 13 (+1) 8
(-1)
Skills Perception +5
Senses Blindsight 60
ft., passive Perception 15
Languages –
Challenge 2 (450 XP)
Amphibious. The
windrider eel can breathe air and water.
Keen Smell. The
windrider eel has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage, and the target is
grappled (escape DC 14). Until this grapple ends, the windrider eel can only
bite the grappled creature and has advantage on attack rolls to do so.
Swallow. The windrider eel makes one
bite attack against a Medium or smaller target it is grappling. If the attack
hits, the target is swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and othe effects
outside the windrinder eel, and takes 10 (3d6) acid damage at the start of each
of the windrider eel’s turns. The windrider eel can only have one target
swallowed at a time.
If
the windrider eel takes 25 damage or more on a single turn from the creature
inside it, the windrider eel must succeed on a DC 12 Constitution saving throw
at the end of that turn or regurgitate the swallowed creature, which falls
prone in a space within 10 feet of the windrider eel. It the windrider eel
dies, a swallowed creature is no longer restrained by it and can escape from
the corpse using 15 feet of movement, exiting prone.
“The
best spot to hook one is right behind the gills.” —Rana Cloudwake, kor sky fisher
Illustrated by Austin Hsu
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