Phelddagrif
Faster than an ordinary hippo. More powerful also than an ordinary hippo. Able to leap over small sivers ith a single bound. Look! Up in the sky! It's a bird! It's a glider! It's a Phelddagrif!
All-Natural Magic Was it not for their feathery wings and purple skin, these high-flying hippopotamuses could almost be mistaken from afar for an everyday animal. But setting foot near these magical beasts quickly puts such thoughts to rest. With an undeniable magnetism and charisma, being near a phelddagrif gives most people goosebumps, especially those with an affinity for the magical arts.
At first blush, many assume the phelddagrif is a result of magical experimentation gone awry, another by-product of research by a deranged spellcaster. But in fact, the phelddagrif is an entirely natural creature, with records and fossils of the beast spanning back thousands of years. All the same, the phelddagrif remains a unique rarity, and most creatures consider seeing one to be a good omen, and a sign of luck ahead.
Constand Helper While similar in appearance to a hippo, the phelddagrif is much less test, and angering one can actually prove quite difficult. The phelddagrif seems to have an almost supernatural sense for a person's moral compass, and will often immediately flee if it doesn't like what it sees. Even when attacked, the phelddagrif would rather flee than fight. The only exception to this rule is if a phelddagrif sees someone else in trouble, in which case it will readily involve itself in a bottle, using its healing magic and special talents to provide aid where it can.
Phelddagrif
Faster than an ordinary hippo. More powerful also than an ordinary hippo. Able to leap over small sivers ith a single bound. Look! Up in the sky! It's a bird! It's a glider! It's a Phelddagrif!
Armor Class | 14 (natural) | ||
---|---|---|---|
Hit Points | 22d10+66 | ||
Speed | 40 ft. | Fly 20 ft. | Swim 20 ft. |
Strength | 18 (+4) | ||
Dexterity | 10 (+0) | ||
Constitution | 17 (+3) | ||
Intelligence | 4 (-3) | ||
Wisdom | 12 (+1) | ||
Charisma | 14 (+2) | ||
Damage Resistances | Bludgeoning | Piercing | Slashing from non-magical attacks |
Senses | Passive Perception 11 | ||
Languages | --- | ||
Challenge | 10 (6939 XP) | ||
Special 1 | Alignment Detection | The phelddagrif automatically knows | the alignment of any creature it sees |
Special 2 | Trample | When the phelddagrif reduces a creature to 0 hit points | with a melee weapon attack and |
remaining damage from the attack may | instead be dealt to another target within reach | ||
Action 1 | Multiattack | The phelddagrif makes a bite attack and a stomp attack | |
Action 2 | Bite | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 2d6+4 piercing damage | ||
Action 3 | Stomg | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 2d10+4 bludgeoning damage, | and the target must make | a DC 16 Strength saving throw or be knocked prone |
Action 4 | Healing Touch | The phelddagrif casts cure wounds as a 2nd-level spell. | Its spellcasting ability is Charisma for the spell |
Legendary Actions | The phelddagrif 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 phelddagrif regains spent legendary actions at the start of its turn | |
Legendary Action 1 | Call Nature | The phelddagrif summons a spirit of nature, | which takes the form of a randomly chosen CR 1 beast, |
appearing in an unoccupied space within 30 feet of the phelddagrif | |||
Legendary Action 2 | Flight | The phelddagrif moves up to its flying speed. | Any creature the phelddagrif passes within |
5 feet of during this movement | automatically regains 2d6+2 hit points | ||
Legendary Action 3 | Spell Recovery | The phelddagrif rolls a d4 , | and then chooses a creature it can see |
within 30 feet. The target regains | an expended spell slot of a level | equal to or lower than the result |
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