Kingsmill Night Beast

by Dael Kingsmill

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Night Beast

Medium monstrosity



  • Initiative +3
  • Proficiency +3
  • Speed 40 ft., climb 30 ft.
  • Skills Perception +4, Stealth +6
  • Senses darkvision 60 ft., passive perception 14

Keen Smell. The night beast has advantage on Wisdom (Perception) checks that involve smell.

Shadow Stalker. When in dim light or darkness, the night beast doubles it's proficiency bonus on Dexterity (Stealth) checks.

Sprint. (Recharge 6). Until the beginning of its next turn, the night beast's walking speed increases to 60 ft. and it gains the ability to dash as a bonus action.




Defence

Armour Class 13
Hit Points 22 (4d8 + 4)
Saving Throws Dex +6, Str +6
Condition Immunities prone

Avoidance. When in dim light or darkness, if the night beast is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Displacement. The unusual coat of the night beast makes it appear to be standing a few feet away from its actual location causing attack rolls against it to have disadvantage. 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 night beast is incapacitated or has a speed of 0. In dim light or darkness, the night beast's displacement cannot be disrupted unless it takes 10 damage or more when hit by an attack.


Offence

Pride Tactics. The night beast has advantage on attack rolls against a creature if at least one of the night beast's allies is within 5 feet of the creature and the ally isn't incapacitated. In dim light or darkness, as long as the night beast's displacement feature is not disrupted, it gains the benefits of pride tactics even when there are no suitable allies within 5 feet of the target.

Actions

Multiattack. The night beast makes two attacks with its claws.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 13).

Pounce. If the night beast moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the night beast can make one bite attack against it as a bonus action.

Special

Last One Standing (1/Day). If the night beast is the only member of its pride still living, it can use its multiattack ability to make four claw attacks and one bite attack against a single target instead of two claw attacks.