Trouble with the Truffles - Moldark's Clan in Praetor and Rifts Astral Menagerie | World Anvil

Trouble with the Truffles - Moldark's Clan

Moldark Wright (Wereboar)

Medium humanoid (human, shapechanger), neutral evil
Armor Class 12 (in humanoid form, 13 in boar and hybrid forms)
Hit Points 102 ( 12d8+48 )
Speed 30ft

STR
19 +4
DEX
14 +2
CON
18 +4
INT
10 0
WIS
11 0
CHA
8 -1

Saving Throws Constitution +6
Skills Perception +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses passive Perception 12
Languages Common (can't speak in boar form)
Challenge 6


Charge (Boar or Hybrid Form Only). If the Moldark moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If Moldark takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Shapechanger. Moldark can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.


Actions

Multiattack (Humanoid or Hybrid Form Only). Moldark makes two attacks, only one of which can be with its tusks.
Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 ( 2d6+3 ) bludgeoning damage.
Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 ( 2d6+3 ) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.


 

Legendary Actions

Moldark can take 2 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. Moldark regains spent legendary actions at the start of his turn.   Command Clan. If Moldark is in his lair with others of his clan present, he may command them to take a single action. This action occurs immediately.   Detect. Moldark makes a Wisdom (Perception) check.   Enraged Bullrush. Moldark makes a Charge attack against a creature of large size or smaller that just hit him in melee. If he hits, both he and the target move 15 feet.


Moldark is a gruff humanoid with gray hair and gray eyes. He wears furs and leathers when walking about in human form. His boar-form is described as a "blue-gray" in color.

 

Hedgewere CR: 2

Small humanoid (human, shapechanger), chaotic neutral
Armor Class: 12
Hit Points: 33hp (6d8+6) 6d8+6
Speed: 25 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

10 +0

DEX

12 +1

CON

16 +3

INT

14 +2

WIS

12 +1

CHA

14 +2

Skills: Perception +4
Damage Immunities: Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
Senses: darkvision 60 ft., passive Perception 13
Languages: Common (Can't speak in hedgehog form)
Challenge Rating: 2

Quills. In its natural form, the hedgewere can shoot its sharp quills as projectiles.   Shapechanger. The hedgewere can use its action to polymorph into a small humanoid (usually a halfling or gnome), or into a tiny-sized hedgehog, or back into its true form, which is an anthropomorphic hedgehog. Its statistics, other than size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.   Sharp Defense. Creatures who attack the hedgewere with natural weapons suffer 4 (1d6) piercing damage. 

Actions

Bite (Hedgehog or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8+1)  1d8+1  piercing damage. Unlike lycanthropes, the hedgewere does not curse those its bites.   Cane. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6)  1d6  bludgeoning damage.  

Hedgeweres are anthropomorphic hedgehogs that can change their form to appear as other small humanoid races. Much of the time this is either a gnome or a halfling. They may also take the form of a tiny hedgehog at will, enabling them to walk about nearly unseen in city centers and other humanoid populations.
 

Wererabbit CR: 2

Medium humanoid (human, shapechanger), chaotic neutral
Armor Class: 12
Hit Points: 33hp (6d8+6) 6d8+6
Speed: 40 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 0 ft

STR

12 +1

DEX

16 +3

CON

12 +1

INT

14 +2

WIS

10 +0

CHA

12 +1

Saving Throws: Dexterity +5
Skills: Perception +2, Stealth +4
Damage Immunities: Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
Senses: darkvision 60 ft., passive Perception 12
Languages: Common (Can't speak in rabbit form)
Challenge Rating: 2

At will: Expeditious Retreat


Keen Hearing and Smell. The wererabbit has advantage on Wisdom (Perception) checks that rely on hearing or smell. Shapechanger. The wererabbit can use its action to polymorph into a small rabbit-humanoid hybrid or into a giant rabbit, or back into its true form, which is humanoid. Its statistics, other than size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.  

Actions

Bite (Rabbit or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) 1d8+1 piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wererabbit lycanthropy. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) 1d6+2 piercing damage.

 

Wereraven CR: 2

Medium humanoid (human, shapechanger), any lawful
Armor Class: 12
Hit Points: 31 (7d8) 7d8
Speed: 15 ft , fly: 50 ft

STR

10 +0

DEX

15 +2

CON

11 +0

INT

13 +1

WIS

15 +2

CHA

14 +2

Skills: Insight +4, Perception +6
Damage Immunities: Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
Senses: passive Perception 13
Languages: Common (Can't speak in bird form)
Challenge Rating: 2

Shapechanger. The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies.   Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.  

Actions

Multiattack (Human or Hybrid Form Only). The wereraven makes two weapon attacks, one of which can be with its hand crossbow. Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4 to hit 1d20+4 , reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) 1d4+2 piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.   Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit 1d20+4 , reach 5 ft., one target. Hit: 5 (1d6+2) d6+2 piercing damage.   Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit 1d20+4 , range 30/120 ft., one target. Hit: 5 (1d6+2) d6+2 piercing damage.

 

Wererat

Medium humanoid (human, shapechanger), lawful evil
Armor Class 12
Hit Points 33 ( 6d8+6 )
Speed 30ft

STR
10 0
DEX
15 +2
CON
12 +1
INT
11 0
WIS
10 0
CHA
8 -1

Skills Perception +2, Stealth +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses darkvision (Rat form only), passive Perception 12
Languages Common (can't speak in rat form)
Challenge 2


Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.


Actions

Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.


 
 

Werewolf

Medium humanoid (human, shapechanger), chaotic evil
Armor Class 11 (in humanoid form, 12 in wolf or hybrid form)
Hit Points 58 (roll:9d8+18])
Speed 30ft

STR
15 +2
DEX
13 +1
CON
14 +2
INT
10 0
WIS
11 0
CHA
10 0

Skills Perception +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Senses passive Perception 14
Languages Common (can't speak in wolf form)
Challenge 3


Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.


Actions

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 ( 1d8+2 ) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 ( 2d4+2 ) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 ( 1d6+2 ) piercing damage, or 6 ( 1d8+2 ) piercing damage if used with two hands to make a melee attack.


 

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