These subtle creatures have no fixed dwelling, and can make lives difficult wherever they go. Recognizable by their strong smell, they originally hail from high mountain valleys, but have trickled down-hill into the lowlands.
WANDERING MUNSTER Medium ooze, unaligned Armour Class 8 Hit Points 30 (4d8 + 12) Speed 10ft. Str 16 (+3); Dex 6 (-2); Con 17 (+3); Int 1 (-5); Wis 8 (-1); Cha 7 (-2) Skills Survival +1 Damage Resistances acid; piercing from nonmagical weapons Damage Immunities bludgeoning Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Damage Vulnerabilities fire, slashing Senses blindsight 10ft. (blind beyond this radius) Languages - Challenge 1 (200 XP) Osmotic Feeding. At the start of the wandering munster's turn, any creature grappled by it takes 10 (3d6) bludgeoning damage. The wandering munster's current and maximum hit points are increased by half the amount of damage taken. Pungent. Creatures that can smell the wandering munster within 60 feet have disadvantage on any Wisdom checks due to the overpowering smell. Soft. The wandering munster can move through a space as small as 4 inches without squeezing. ACTIONS Absorb. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
May 2022
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