Legendary Otter

by Cinder Blocksally

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Legendary Beasts

In the time before adventurers and kingdoms, great beasts roamed the realms. Most were forgotten to history. The question we must ask ourselves is... Why have they returned?

Hit and Swim. Legendary otters hunt in vast lakes and rivers with plenty of room to escape and hide. Instead of fighting, they prefer to pull a single creature away from the group, so that they can crack open its shell (or armor) and eat in private.

Legendary Pelt. With the proper tools and skill, the pelt of an legendary otter can be worked into a magical cloak. This cloak grants the wearer a swim speed equal to their walking speed, as well as the Legendary Otter's Agile Swimmer feature.



Legendary Otter

Huge beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 207 (18d12 + 90)
  • Speed 40 ft., swim 80 ft.

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 20 (+5) 4 (-3) 14 (+2) 5 (-3)

  • Saving Throws Dex +8, Con +9, Wis +6
  • Skills Perception +6, Stealth +8
  • Damage Resistances poison
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical Attacks
  • Senses darkvision 120 ft., passive Perception 16
  • Languages
  • Challenge 12 (8,400 XP)

Agile Swimmer. While in water, the otter can take the dash action as a bonus action and doesn't provoke opportunity attacks.

Slippery. The otter has advantage on ability checks made to escape from being grappled.

Actions

Multiattack. The otter makes one bite attack and one clutch attack.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage.

Clutch. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and the target is grappled (escape DC 17). If the target is Medium or smaller, it is also restrained while grappled in this way and the otter can move at its normal movement speed. The otter can only have one creature grappled this way at a time.

Belly Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature grappled by the otter. Hit 43 (8d8 + 7) bludgeoning damage. If the target is wearing nonmagical medium or heavy armor, that armor takes a permanent and culmunative -2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Legendary Actions

The otter can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The otter regains spent legendary actions at the start of its turn.

Detect The otter makes a Wisdom (Perception) check.

Escape. The otter moves up to its speed and takes the Hide action if no creatures can see it directly.

Tail Swipe (Costs 2 Actions). Each creature within 15 feet of the otter must succeed on a DC 17 Dexterity saving throw or take 33 (4d12 + 7) bludgeoning damage and be pushed back 20 ft.

Art and monster design by Cinder Blocksally.

Twitter @Cinderblocksal

Instagram @CinderBlocksally

Reddit: /r/monstrousanonymous

 

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