Scaled Job - Compendium in Praetor and Rifts Astral Menagerie | World Anvil

Scaled Job - Compendium

Ankheg

Large monstrosity, unaligned
Armor Class 14 (natural armor), 11 while Prone
Hit Points 39 6d10+6
Speed 30ft Burrow: 10ft

STR
17 +3
DEX
11 0
CON
13 +1
INT
1 -5
WIS
13 +1
CHA
6 -2

Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
Challenge 2 (450 XP)


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 slashing damage plus 3 1d6 acid damage. If the target is a Large or smaller creature, it is Grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the Grappled creature and has advantage on attack rolls to do so.   Acid Spray (Recharge 6 1d6 ). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature Grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 3d6 acid damage on a failed save, or half as much damage on a successful one.


 
 

Inferno Lizard CR: 2

Medium beast (elemental), unaligned
Armor Class: 12 (Natural Armor)
Hit Points: 33 (6d8+6) 6d8+6
Speed: 30 ft , burrow: 5 ft , swim: 15 ft , climb: 15 ft

STR

12 +1

DEX

16 +3

CON

12 +1

INT

6 -2

WIS

13 +1

CHA

6 -2

Saving Throws: Con: +4
Skills: Intimidate: +3
Damage Immunities: Fire
Senses: Darkvision 60 ft., passive Perception 12
Challenge Rating: 2

Intimidating Frills. The inferno lizard may expand its neck frills as a bonus action. When it does so, it gains a +2 bonus on any Charisma (Intimidate) check.

Actions

Multiattack. The inferno makes two biting attacks or one bite and one tail lash attack.   Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 2d6+2 slashing damage.   Tail Lash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit 5 (2d4+2) 2d4+2 slashing + 3 (1d6) 1d6 fire damage.   Fire breath (Recharge 3-6). Each creature in a 15 foot cone must make a Dexterity Saving throw (DC 14). The creature takes 13 (3d6+3) 3d6+3 fire damage on a failed save, or half as much damage on a successful save. The fire ignites any ignitable objects that aren't being worn or carried.

These creatures are just one of the many holdovers from the time of the Elemental Lords. Native to Philogistia- the elemental plane of fire, inferno lizards infest warm environments where they consume cast away aethertech and elemental motes. They appear to be medium-sized lizards of roughly four- to five-feet in length. They are mottled brown and orange and have expandable layers of skin called "frills" that wreath their necks. This is generally flared out to scare away predators or opponents.
 

Incarnate, Vile CR: 4

Medium elemental (void), chaotic neutral
Armor Class: 14 (natural armor)
Hit Points: 80 (10d8+20) 10d8+20
Speed: 30 ft , fly: 0 ft , burrow: 0 ft , swim: 60 ft , climb: 0 ft

STR

16 +3

DEX

14 +2

CON

16 +3

INT

10 +0

WIS

12 +1

CHA

4 -3

Saving Throws: Dex: +5
Skills: Stealth: +5
Damage Vulnerabilities: Fire
Damage Resistances: Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 ft., (Passive) Perception 9
Languages: None
Challenge Rating: 4

Poisonous Fumes. As a bonus action, the vile incarnate emits a noxious cloud. Any targets not immune to poison and within 5' of the incarnate suffer 3 poison damage.   Manifest. An incarnate most often is found in the Void near or in the weave in which they formed. However they are able to manifest in the Prime at will as an action. When they manifest, they lose the Void Spirit trait and instead gain the Twofold trait. An incarnate may also return to the Void as an action at will.   Twofold. An incarnate gains the Twofold trait only after they manifest. While the incarnate has the twofold trait, it is physically present both on the Prime and in the Void. It can affect and be affected by attacks, Objects, and Effects on both planes. A twofold creature can also perceive Objects and Effects on both the Void and the Prime.   Void Spirit. While in the Void, an incarnate may only affect and be affected by other creatures in the void. Creatures that are not in the Void cannot perceive the incarnate and cannot interact with it, unless they have a Special ability or magic that has given them the ability to do so.   Incarnates ignore all Objects and Effects that are not on the Void, although they do perceive them. This allows them to move through Objects on the Prime without hindrance.

Actions

Vile Grasp. Melee Spell Attack: +6 to hit, reach 15 ft., one creature. Hit: 5 (2d4) necrotic and 5 (2d4) poison damage.

Vile incarnates are creatures who come from the offal and malfeasance of society. Generally found in cess pits and sewers, the green and brown vile incarnates appear as vaguely humanoid in shape with two arm-like appendages. They have no legs, their bodies simply flow up from the cloying sewage from which they spawned.

Suggested Environments

Sewers, cess pits, and other places where refuse and sewage collect.

 

Mephit, Mud CR: 1/4 (50XP)

Small elemental, neutral evil
Armor Class: 11
Hit Points: 27 (6D6+6)
Speed: 20 ft , fly: 20 ft , swim: 20 ft

STR

8 -1

DEX

12 +1

CON

12 +1

INT

9 -1

WIS

11 +0

CHA

7 -2

Skills: Stealth +3
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60ft, Passive Perception 10
Languages: Aquan, Terran
Challenge Rating: 1/4 (50XP)

Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn.   False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.

Actions

Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) 1d6+1 bludgeoning damage.   Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

An impish looking humanoid made of mud.

Suggested Environments

Sewers, bogs, swamps, and muddy caves

 

Mizer (Cog, Hound) CR: 3

Medium construct (hound cog), neutral
Armor Class: 15 (Natural Armor)
Hit Points: 88 (12d8+24) 12d8+24
Speed: 40 ft

STR

14 +2

DEX

12 +1

CON

14 +2

INT

10 +0

WIS

10 +0

CHA

6 -2

Saving Throws: Str +5
Skills: Perception +4, Survival +3
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60ft, passive Perception 10
Languages: Cog, Understands Common
Challenge Rating: 3

Step Back (Recharge 6). Mizer has the ability to emit a blast of air in a 10-foot radius centered on itself. Any creatures of medium size or smaller within the blast must make a Challenging (DC 12) Strength saving throw, or be pushed back 10-feet and be knocked prone.   Flamethrower (Recharge 5-6). Mizer is powered by a philogiston elemental mote. As a result, it can emit flame in a 15-foot cone that deals 9 (3d6) fire damage. Creatures take half damage on a successful Challenging (DC 12) Dexterity saving throw.   Vigilant. Mizer cannot be surprised   Voidsight. While concentrating, Mizer gains the ability to see the Void around it. It appears as if laid over its view of the Prime. It can see any evidence of nearby weaves and the ways connecting them.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 piercing damage.

Mizer is an older model hound cog that gained sentience some time ago. Mizer wanders the Undercity pondering its existence. While not entirely hostile, it also has a very low threshold for what it perceives as a threat.   These metal, four-legged automatons resemble dogs made from large metal components. The head has no eyes, but rather the flat face has an elemental mote enabling its vision and certain abilities depending upon the model.

Suggested Environments

Any

 

Muckle CR: 1/4 (50 XP)

Small fey, chaotic neutral
Armor Class: 14
Hit Points: 18 (4d6+4) 4d6+4
Speed: 30 ft , climb: 30 ft

STR

8 -1

DEX

18 +4

CON

13 +1

INT

5 -3

WIS

14 +2

CHA

7 -2

Skills: Sleight of Hand: +6, Stealth: +6
Damage Resistances: Fire
Senses: Dark vision 60 ft, passive Perception 11
Languages: Fey Speech, Aos'Si
Challenge Rating: 1/4 (50 XP)

At will: Druidcraft

1/day: Entangle, Fog Cloud, Shillelagh


Slippery. Foggles are very slippery to the touch. Any attempt to grab them or grapple them is at disadvantage   Uncanny Smell. Foggles have advantage on Wisdom (Perception) checks that rely on smell.

Actions

Knife. Melee Weapon Attack: +1 to hit  1d20+1 , reach 5 ft., one target. Hit: 2 (1d6-1)  1d6-1  slashing damage.   Shillelagh. Melee Weapon Attack: +4 to hit  1d20+1 , reach 5 ft., one target. Hit: 7 (1d8+2)  1d8+2  bludgeoning damage.

Muckle are lurkers in the dark. They are typically found in back alleys and dank sewers. Muckle are small fey with gray skin and huge, fuzz-filled ears. They typically have over-sized, yellow eyes and a hooked nose. Muckle will usually organize in small packs and venture into the city at night to steal whatever they can get their hands on.
 

Troglodyte CR: 1/4 (50xp)

Medium humanoid, chaotic evil
Armor Class: 11 (natural)
Hit Points: 13 (2d8+4) 2d8+4
Speed: 30 ft

STR

14 +2

DEX

10 +0

CON

14 +2

INT

6 -2

WIS

10 +0

CHA

6 -2

Skills: Stealth +2
Senses: darkvision 60 ft., passive Perception 10
Languages: Troglodyte
Challenge Rating: 1/4 (50xp)

Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.   Stench. Any creature other than another troglodyte that starts it turn within 5 feet of the troglodyte must succeed on a DC12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.   Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The troglodyte makes three attacks : one with its bite and two with its claws.   Bite. Melee Weapon Attack: +4 to hit  1d20+4 , reach 5 ft., one target. Hit: 4 (1d4+2)  1d4+2  piercing damage.   Claw. Melee Weapon Attack: +4 to hit  1d20+4 , reach5 ft., one target. Hit4 (1d4+2)  1d4+2  slashing damage.  

 

Watercoil Serpent CR: 3 (700 XP)

Large elemental (water), any neutral
Armor Class: 13
Hit Points: 58 (9d10+9) 9d10+9
Speed: 0 ft , swim: 60 ft

STR

17 +3

DEX

16 +3

CON

13 +1

INT

11 +0

WIS

10 +0

CHA

10 +0

Skills: Stealth +5
Damage Resistances: fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious
Senses: blindsight 30 ft., passive Perception 10
Languages: understands Aquan but doesn't speak
Challenge Rating: 3 (700 XP)

Invisible in Water. The watercoil serpent is invisible while fully immersed in water.   Water Bound. The watercoil serpent is unable to leave the water. It may attack creatures within its reach that are out of the water. If for some the watercoil serpent finds itself without a water source, it dies.

Actions

Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the watercoil serpent. Until this grapple ends, the target is restrained and the watercoil serpent can't constrict another target. Melee attacks against the watercoil serpent deal half damage to any target it has constricted.

The serpentine form in front of you appears to be made entirely of water and muck.

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