Long Was the Night - Wandering Monster Table in Praetor and Rifts Astral Menagerie | World Anvil

Long Was the Night - Wandering Monster Table

%Roll Encounter

Roll d100

01-09 Bullette (1)
10-39 Giant Mountain Goats (6)
40-49 Giant, Ridge (2)
50-59 Umber Hulks (4)
60-79 Ogres (10)
80-100 Dire Wolves, Pack (12)
 

Bulette

Large monstrosity, unaligned
Armor Class 17 (natural armor)
Hit Points 94 9d10+45
Speed 40ft Burrow: 40ft

STR
19 +4
DEX
11 0
CON
21 +5
INT
2 -4
WIS
10 0
CHA
5 -3

Skills Perception +6
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
Challenge 5 (1,800 XP)


Standing Leap. The bulette’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.


Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 4d12+4 piercing damage.

Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked Prone and take 14 3d6+4 bludgeoning damage plus 14 3d6+4 slashing damage. On a successful save, the creature takes only half the damage, isn’t knocked Prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls Prone in the bulette’s space.


 
 

Dire Wolf

Large beast, unaligned
Armor Class 14
Hit Points 37 5d10+10
Speed 50ft

STR
17 +3
DEX
15 +2
CON
15 +2
INT
3 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Challenge 1 (200 XP)


Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


 
 

Giant Goat

Large beast, unaligned
Armor Class 11
Hit Points 19 3d10+3
Speed 40ft

STR
17 +3
DEX
11 0
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
6 -2

Senses passive Perception 11
Challenge 1/2 (100 XP)


Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 2d4 damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock prone.


Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 bludgeoning damage.


 
 

Icebound

Huge elemental, neutral
Armor Class 16 (Natural Armor)
Hit Points 126hp (12d12 + 48)
Speed 30ft Swim: 50ft

STR
22 +6
DEX
13 +1
CON
18 +4
INT
5 -3
WIS
10 0
CHA
5 -3

Saving Throws Constitution +6
Damage Vulnerabilities Fire
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities cold, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60ft., passive Perception 10
Languages Aquan, Auran
Challenge 9


Cold Aura. The icebound continually radiates a powerful cold aura in a 25ft. radius of itself. All non-magical flames within this radius are extinguished. Any creature that enters the aura for the first time on its turn or begins its turn within the aura must make a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (2d12)  2d12 cold damage and its speed is reduced by 10 feet until the end of its next turn. On a successful save, it takes half as much damage and its speed is not reduced.


Actions

Multiattack. The paraelemental makes two icy touch attacks.   Frozen Fists. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 10 2d6+3 cold and bludgeoning damage. Liquid touched by the Icebound is instantly frozen in an area up to 10 square feet. Creatures struck by the Icebound must succeed on a DC 14 Constitution saving throw or be moved back 10' and become restrained for one minute. The target can re-attempt its saving throw and the end of each of its turns, ending the effect on a success. If the creature is brought to 0 hit points by this attack, it becomes a frozen statue until thawed.   Frozen Shards(Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 20ft./60ft., three targets. Hit: 14 3d8+3 piercing damage.


 

The icebound are constructs crafted - as the name might describe - entirely of ice. Similar, in that respect, to a golem, the icebound is under the full control of its creator. 

 

Ogre

Large giant, chaotic evil
Armor Class 11 (hide armour)
Hit Points 59 ( 7d10+21 )
Speed 40ft

STR
19 +4
DEX
8 -1
CON
16 +3
INT
5 -3
WIS
7 -2
CHA
7 -2

Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 2


Actions

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 ( 2d8+4 ) bludgeoning damage.
Javelin.Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 ( 2d6+4 ) piercing damage.


 
 

Ridge Giant

Huge giant, neutral
Armor Class 16 (natural armor)
Hit Points 137 12d12+60
Speed 40ft

STR
22 +6
DEX
15 +2
CON
20 +5
INT
12 +1
WIS
13 +1
CHA
9 -1

Saving Throws Dex +5, Con +8, Wis +4
Skills Athletics +12, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Giant
Challenge 7 (2,900 XP)


Natural Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in wood and tundra environments.


Actions

Multiattack. The giant makes two greatsword attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 17 3d8+6 slashing damage.

Spear. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 20 4d10+6 piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Reactions

Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.


 

Ridge Giants are cousins to the Stone Giant, but are slightly more intelligent and cunning. Huge in size, just like a stone giant, the deep brown and green tinges to the skin mark them as distinctly different. Ridge giants often have dark green to dark brown flowing manes of hair and carry forged weapons rather than clubs and rocks. 

High in the mountains just below where the average tree line ends amid those peaks. 

 

Umber Hulk CR: 5 (1,800XP)

Large monstrosity, chaotic evil
Armor Class: 18 (Natural Armour)
Hit Points: 93 (11D10+33)
Speed: 30 ft , burrow: 20 ft

STR

20 +5

DEX

13 +1

CON

16 +3

INT

9 -1

WIS

10 +0

CHA

10 +0

Senses: Darkvision 120ft & Tremorsense 60ft,Passive Perception 10.
Languages: Umber Hulk
Challenge Rating: 5 (1,800XP)

CONFUSING GAZE. When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save   TUNNELER. The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.

Actions

Multiattack. The umber hulk makes three attacks: two with its claws and one with its mandibles.   Claw. Melee Weapon Attack: +8 to hit 1d20+8 , reach 5 ft., one target. Hit: 9 (1d8 + 5) 1d8+5 slashing damage.   Mandibles. Melee Weapon Attack: +8 to hit 1d20+8 , reach 5 ft., one target. Hit: 14 (2d8 + 5) 2d8+5 slashing damage.

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