Vitality Monster Species in Erthos | World Anvil

Vitality Monster

Nothing invokes more fear in a merchants' caravan or a village than the sight of a Vitality Monster. Where there is one... there are usually many.

Vitality Monster CR: 1

Medium monstrosity, nuetral
Armor Class: 14 (natural Armor)
Hit Points: 27 (5d8 + 6)
Speed: 40 ft

STR

13 +1

DEX

12 +1

CON

13 +1

INT

2 -4

WIS

13 +1

CHA

6 -2

Saving Throws: CON +3
Senses: Darkvision 60 ft., Passive Perception 11
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Heat Scent. The vitality monster can pinpoint warm-blooded creatures within 30 feet of it   Leeching Musk. Vitality monsters have a strong musk that weakens their prey. Any creature within 30 feet of the vitality monster must make a strength saving throw DC 11 or their speed is reduced by 10 until the end of their next turn.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.   Antennae. The vitality monster sucks the life energy out of any creature that it touches with its antennae. The target must make a constitution saving throw DC 11. On a failure, their constitution score is reduced by 1. If their constitution score reaches 0 then they are dead. This can be reversed with a lesser restoration spell.

A vitality monster’s body is covered in thick, lumpy armor with red veins pulsating. Its long tail ends in a bony protrusion, and two blade-like antennae sprout from its insectile head.