North Forest
Fellshade Ocelot CR: 1
STR
6 -2
DEX
16 +3
CON
10 +0
INT
8 -1
WIS
13 +1
CHA
14 +2
Shadow Leap. As a bonus action, the ocelot can magically teleport between shadows no further than 60ft away. This does not incure opportunity attacks. Shadow Merge. The Fellshade Ocelot has advantage on stealth checks if there are shadows it can use to hide in.
Actions
The Fellshade Ocelot get 2 attacks per round, one with claws and one with bite. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d4 + 3) piercing damage plus (2d8) poison damage. The target must make a DC 11 Constitution saving throw. On a failed save the target takes the poison damage, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d4 + 3) piercing damage. Howl: Each creature with 30ft radius must succeed a DC11 Wisdom saving throw or be frieghtened, and stand paralysed on the spot. The save can be re-attempted at the end of each turn.
Suggested Environments
The North Forest.
Orken Spider CR: 3
STR
18 +4
DEX
14 +2
CON
16 +3
INT
8 -1
WIS
10 +0
CHA
8 -1
Web Walking: The Orken Spider can walk across webbing as if it is normal terrain. Cursed Resilience: Advantage on saving throws against being charmed, frightened, or paralyzed.
Actions
The Orken Spider can attack 2 times when it takes the attack action. Short bow: +5 to hit. 1d6+2 piercing damage. Range (80/320) Greatclub: +7 to hit. 1d8+4 bludgeoning damage Web binding: Range 5ft. The Orken Spider can bind a creature large size or smaller in webbing if that creature fails a DC13 Dexterity save. The webbing can be broken by a successful DC 13 Strength check at the end of each of the bound creature's turns. Web Spin: (Recharge 5-6) As a bonus action, the Orc Spider can release a web at a point within 30 feet of it. The web fills a 15-foot cube centered on that point. The web is difficult terrain, and each creature that starts its turn in the web or enters it for the first time on a turn must succeed on a DC 13 Dexterity saving throw or become restrained until it breaks free. The webbing has AC 10, 5 hit points, and vulnerability to fire damage.
Suggested Environments
The North Forest.
Shadow Beast Owl CR: 3
STR
18 +4
DEX
15 +2
CON
16 +3
INT
6 -2
WIS
12 +1
CHA
8 -1
Shadow Shifting: 60ft bonus action teleport, both the bird and location of teleort must be in dim light or darkness. The owl can make its first attack after shadow shifting at advantage.
Actions
Multiattack. The owl makes two attacks, one with its talons and one with its beak. Talons: Melee Weapon Attack. +6 to hit, reach 5ft, one target. 1d6+4 slashing damage. Beak: Weapon Attack. +6 to hit, reach 5ft, one target. 1d8+4 slashing damage. Charm: as an action the owl can charm 1 creature that can see it. The creature must succeed a DC12 Charisma saving throw or is immobilised. The creature can re-roll the save at the end of subsequent turns.
Suggested Environments
Forests.
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