Armor Class 14 (natural armor)
Hit Points 51 (6d10+18)
Hit Points 51 (6d10+18)
Speed 40 ft., climb 20 ft.
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Str Dex Con Int Wis Cha
19 (+4) 15 (+2) 16 (+3) 11 (+0) 14 (+2) 10 (+0)
19 (+4) 15 (+2) 16 (+3) 11 (+0) 14 (+2) 10 (+0)
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Skills Intimidation +4, Perception +4, Stealth +4
Senses darkvision 60 ft., passive Perception 12
Languages All (telepathic rapport)
Challenge 3 (700 XP)
Challenge 3 (700 XP)
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Keen Smell. The tsul'kalu has advantage on Wisdom (Perception) checks that rely on smell.
Forest Camouflage. The tsul'kalu has advantage on Dexterity (Stealth) checks made to hide in forest terrain.
Forest Camouflage. The tsul'kalu has advantage on Dexterity (Stealth) checks made to hide in forest terrain.
Telepathy. The tsul'kalu communicates telepathically and can read a humanoid's thoughts.
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ACTIONS
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Multiattack. The tsul'kalu can make two attacks or use it's terrifying gaze.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 7 (1d6 + 4) slashing damage.
Rock. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Terrifying Gaze. The tsul'kalu targets one creature it can see within 30 feet of it. If the target can see the tsul'kalu, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) psychic damage and then be paralyzed for 1 minute, unless it is immune to psychic damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 7 (1d6 + 4) slashing damage.
Rock. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Terrifying Gaze. The tsul'kalu targets one creature it can see within 30 feet of it. If the target can see the tsul'kalu, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) psychic damage and then be paralyzed for 1 minute, unless it is immune to psychic damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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