Banderhobb
BANDERHOBB
Without word,
Seldom heard,
From shadows deep
In voiceless night
When stars alight
Upon the bleak and moonless blight.
Vision = Darkvision 120 ft (37 m)
Homeland(s) = Shadowfell
The banderhobb’s froglike appearance is a little misleading, since it’s not actually amphibious, nor can it leap - although it can attack targets with its tongue. Instead, it’s a deadly combination of powerful brute and relentless hunter, which stalks its prey in the dark.
Scrawny sets of limbs ending in long keen claws strangely contrast with their otherwise ogre-sized frames. Within the depths of their massive maws is a serpentine tongue along with two rows of saw-like fangs. Atop their amphibian-like heads is a pair of huge, bulbous eyes that appear blank and empty.
The banderhobb is strictly nocturnal—it has nothing to gain and everything to lose from operating in daylight. In addition to its basic movement, it has Shadow Step, which combines an attack action with up to 30 feet of teleportation into a place of obscurity, and Shadow Stealth, which lets it Hide as a bonus action.
An interesting thing about being swallowed by a banderhobb - It does not kill you. A creature reduced to 0 hp by the banderhobb’s digestion becomes unconscious, but stable. In other words, once the banderhobb swallows its abductee, its work here is done, and it leaves, taking its alive-but-unconscious quarry back to home base.
Emotions are an alien concept to the Banderhobb mind and even urges like hunger and sleep are not things they desire to do, but processes they recognize they have to undergo.
Mysteriously, their inability to form words did not prevent them from communicating with one another. Silent staring with their glassy eyes somehow allow them to convey complex messages, and they can ascertain the motivation and plans of other creatures. It is unknown whether this is the exercise of some kind of telepathic ability.
Planar travel
The most fearsome of the banderhobbs' supernatural powers is their link to the realm of shadows. Using their wide eyes and special receptors in their skin, banderhobbs are able to uniquely sense the presence of crossings between the other planes and the Shadowfell realm.Even if a crossing point is too small for them to travel through, their unending patience let them wait until they are sufficiently stretch enough to allow them to. Banderhobbs in the Shadowfell can even reach through the darkness, striking and grabbing the unwary residents of the material world and possibly dragging them back through the relatively small gate. When in need of a hasty retreat, banderhobbs can teleport short distances to nearby shadow or dimly lit regions. Disregarding their space-warping means of escape, banderhobbs are often as quiet and creeping as the shadows they resided in, despite their hulking size.
NOTES
Banderhobb
Basic Information
Biological Traits
Armor Class = 15 (natural armor)
Hit Points = 84 (8d10 + 40)
Speed = 30ft
Str = 20
Dex = 12
Con = 20
Wis = 14
Int = 11
Cha = 8
Skills = Athletics +8; Stealth +7
Condition Immunities = Charmed; frightened
Senses = darkvision 120 ft.; passive perception 12;
Languages = Understands Common, Goblin, and the languages of its creator = but cannot speak
Challenge = 5
Traits
Resonant Connection = If the Banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the Banderhobb.
Shadow Stealth = While in dim light or darkness, the Banderhobb can take the Hide action as a bonus action.
Actions
Bite = Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage, and the target is grappled (escape DC: 18) if it is a large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target.
Tongue = Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (3d6) necrotic damage, and the target must make a DC: 17 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target.
Swallow = The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking necrotic damage and becomes stable.
Shadow Step = The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.
Hit Points = 84 (8d10 + 40)
Speed = 30ft
Str = 20
Dex = 12
Con = 20
Wis = 14
Int = 11
Cha = 8
Skills = Athletics +8; Stealth +7
Condition Immunities = Charmed; frightened
Senses = darkvision 120 ft.; passive perception 12;
Languages = Understands Common, Goblin, and the languages of its creator = but cannot speak
Challenge = 5
Traits
Resonant Connection = If the Banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the Banderhobb.
Shadow Stealth = While in dim light or darkness, the Banderhobb can take the Hide action as a bonus action.
Actions
Bite = Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage, and the target is grappled (escape DC: 18) if it is a large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target.
Tongue = Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (3d6) necrotic damage, and the target must make a DC: 17 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target.
Swallow = The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking necrotic damage and becomes stable.
Shadow Step = The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.
Average Height
Large monstrosity - frog-like with large bellies, however humanoid-shaped and standing about 12 feet tall
Geographic Distribution
Comments