Kassoon

This is homebrew, submitted by a member of the community.

Odessian Hunter

Odessian Hunter

Medium Aberration (Indoctrinated xenomorph), NeutralMedium Aberration (Indoctrinated xenomorph), Neutral
Armor Class 1616
[~<13]
+/-/*
Hit Points 210210
[~1-6]
Speed 40 ft, 40 ft climb40 ft, 40 ft climb

STR
16 (+3)
DEX
23 (+6)
CON
23 (+6)
INT
14 (+2)
WIS
19 (+4)
CHA
19 (+4)

Token URL:
Saving Throws Dex +12, Con +12 Int +9 Dex +12, Con +12 Int +9
Skills Intimidation +10, Perception +16, Stealth +17, Survival +16 Intimidation +10, Perception +16, Stealth +17, Survival +16
Damage Vulnerabilities Fire
Damage Resistances Cold, Radiant; Bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned, charmed, poisoned, charmed,
Senses Blindsight 120ft (blind beyond this radius), passive Perception 26Blindsight 120ft (blind beyond this radius), passive Perception 26
Languages --
PB +4
Challenge 10 (5,900 XP)

[+instructions]

Acidic Blood When the Odessian Hunter takes bludgeoning, piercing or slashing damage, each creature within 5ft of the Hunter takes 13 4d6 acid damage.

Biomechanical Camouflage The Hunter has advantage on Dexterity (stealth) checks to hide in mechanical and industrial terrain.

Magic Resistance The Hunter has advantage on saving throws against spells and other magical effects.

Pack Tactics The Hunter has advantage on an attack roll against a creature if at least one of the Hunter's allies is within 5 feet of the creature and the ally isn't incapacitated.

Siege Monster The Hunter deals double damage to objects and structures

Unusual Nature The Hunter doesn't require air, food, drink, or sleep

[b][i]Acidic Blood[/b][/i] When the Odessian Hunter takes bludgeoning, piercing or slashing damage, each creature within 5ft of the Hunter takes 13 [4d6] acid damage.

[b][i]Biomechanical Camouflage[/b][/i] The Hunter has advantage on Dexterity (stealth) checks to hide in mechanical and industrial terrain.

[b][i]Magic Resistance[/b][/i] The Hunter has advantage on saving throws against spells and other magical effects.

[b][i]Pack Tactics[/b][/i] The Hunter has advantage on an attack roll against a creature if at least one of the Hunter's allies is within 5 feet of the creature and the ally isn't incapacitated.

[b][i]Siege Monster[/b][/i] The Hunter deals double damage to objects and structures

[b][i]Unusual Nature[/b][/i] The Hunter doesn't require air, food, drink, or sleep

Actions

[~Hit +2, DC <13, DPR 0-1]

Multiattack The Hunter makes two Claw attacks and then a bonus attack to stealth or makes a tail attack and a Claw attack.

Claws Melee Weapon Attack: +10 to hit, reach 6ft, one target. Hit: 12(2d6 + 6) slashing damage and the target needs to make a DC 15 Strength Save if it is medium or smaller and fails the save it is grappled. While a target is grappled the Hunter can make a inner Jaw attack or use Implant Stinger action as a bonus action.

Inner Jaw Melee Weapon Attack: +10 to hit, reach 6ft, one target; Hit: 19(2d12 + 6) piercing damage.

Implant Stinger The Hunter inserts the stingers by the sides of its head into a target it has grappled if the target is humanoid or beast it must succeed on a DC 16 Constitution saving throw or the Hunter implants 3 (1d4 + 1) stingers into the creature, loosing them from the side of its skull. Over the next 3 hours the Hunter knows any and all locations of the target as long as its on the same plane of existance and still has the stinger in it. A target can use an action to remove a stinger by suceeding on a DC 16 Strength Check.

[b][i]Multiattack[/b][/i] The Hunter makes two Claw attacks and then a bonus attack to stealth or makes a tail attack and a Claw attack.

[b][i]Claws[/b][/i] [i]Melee Weapon Attack:[/i] [+10] to hit, reach 6ft, one target. [i]Hit:[/i] 12([2d6 + 6]) slashing damage and the target needs to make a DC 15 Strength Save if it is medium or smaller and fails the save it is grappled. While a target is grappled the Hunter can make a inner Jaw attack or use Implant Stinger action as a bonus action.

[b][i]Inner Jaw[/b][/i] [i]Melee Weapon Attack:[/i] [+10] to hit, reach 6ft, one target; [i]Hit:[/i] 19([2d12 + 6]) piercing damage.

[b][i]Implant Stinger[/b][/i] The Hunter inserts the stingers by the sides of its head into a target it has grappled if the target is humanoid or beast it must succeed on a DC 16 Constitution saving throw or the Hunter implants 3 ([1d4 + 1]) stingers into the creature, loosing them from the side of its skull. Over the next 3 hours the Hunter knows any and all locations of the target as long as its on the same plane of existance and still has the stinger in it. A target can use an action to remove a stinger by suceeding on a DC 16 Strength Check.

Legendary Actions

 

Details

 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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