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Pack Tactics.

Displacer Beast If at least one other displacer beast is within 15 Ft. of a


Large Monstrosity, Lawful Evil hostile creature, the displacer beast has advantage on any
attack rolls made against that target. Additionally, the
Armor Class 14 (natural armor) displacer beast can make a stealth check while at least 40 Ft.
Hit Points 145(12d10 + 60) away from the creature, measured against the creature´s
Speed 60ft., Climb 40ft. pasive perception. If the displacer beast succeeds, it can use
a special pounce attack against the target, which must be
made from outside the target´s line of sight. If this attack
STR DEX CON INT WIS CHA misses, the target can make an attack against the beast as a
18 (+4) 16 (+3) 20 (+5) 16 (+3) 12 (+1) 8 (-1) reaction. This attack ignores the Displacement feature.
If that pounce knocks the target prone, the displacer beasts
Saving Throws Constitution +9, Dexterity +7 score critical hits on 16-20, until the target stands up or the
Skills Stealth +7, Perception +5, Investigation +7, other displacer beast is no loger within 15ft. of it. In addition,
Survival +5 all beasts within range can use the bonus action and
Senses Darkvision 120ft., Tremorsense 30ft., opportunity attacks described in the Pounce. feature.
passive Perception 15
Languages Sylvan, Telepathy 120ft. Pounce.
Challenge 9 (5000 XP)
If the displacer beast moves at least 20 Ft. toward a creature
before attacking, the target must succeed a DC 17 Strength
check or be knocked prone. If the traget is prone, the beast
Ambuscade. can make a bite attack against the creature as a bonus action.
If this bonus attack hits, the traget starts it´s next turn with 0
Unless the displacer beast is surprised, it has a special turn movement. If the prone creature gets up while the displacer
that takes place before the normal initiative order. On that beast is within range, the creature provokes an opportunity
turn it can take the hide or attack actions, and move up to attack from the beast, which, if it hits, forces the target to
twice it´s normal speed. If the displacer beast surprises make a DC 15 Strength check or be knocked prone.
another creature, it can take two actions on this turn.
Magic Weapons.
Avoidance. The displacer beast´s attacks count as magical for the
If the displacer beast can make a saving throw to take only purpose of overcoming resistances and immunities.
half damage, it instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails. Vanishing (1 / day).
Displacement. If the displacer beast´s speed is reduced to 0, it is
Incapacitated, or it´s hit points are reduced to 1 or less, it can
The displacer beast projects a magical illusion that makes it use it´s reaction to teleport anywhere within 300 Ft. If this
appear to be standing near its actual location. While the feature activates because of the beast being incapacitated, or
illusion is active, the beast´s AC is doubled against any it´s hit points being reduced to 1 or less, it can do so
attacks made from more than 10ft. away, and all attacks from nonetheless. This teleport is not dependant on line of sight,
creatures that can see the beast have disadvantage. For any but the beast´s familiarity with the terrain. Additionally, if the
attacks or spells, except criticals, that target only the beast, feature was activated by it´s hit points being reduced to 1 or
roll a d10 before announcing the result if they beat the AC of less, it becomes invisibile and regains hit points equal to
the beast, or it fails the saving throw. On an even number, the 3d10 at the end of the teleport. This feature cannot activate if
attack hits, and on an odd number, the attack misses the beast is subjected to massive damage.
nonetheless. If it is hit by an attack, this trait is disrupted until
the end of its next turn. This trait is also disrupted while the
displacer beast is incapacitated, or has a speed of 0. If the Actions
displacer beast is surprised, this feature is inactive on the
surprise round. Multiattack The displacer beast makes two attacks
with its tentacles or four with it´s claws.
Tentacle. Melee Weapon Attack: +8 to hit, reach
Fey Senses. 15ft., one target. Hit: (1d4 + 6) bludgeoning
The displacer beast can add it´s proficiency bonus to it´s damage plus (1d10 + 6) piercing damage.
passive perception. Additionally, the beast has a constant Bite Melee Weapon Attack: +8 to hit, reach 5 ft.,
detect magic effect within line of sight. one target. Hit: (1d10 + 6) piercing damage.
The damage dice for attacks against prone
Unearthly Poise. targets are maximised.
Claw Melee Weapon Attack: +7 to hit, reach 5 ft.,
If the displacer beast is moved or restrained against its will one target. Hit: (1d6 + 6) slashing damage.
(shoved, grappled, knocked prone etc.), it can use it´s reaction
to withstand the effect.

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