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 Post subject: Re: Official MM statblocks
PostPosted: Sat Jan 14, 2017 8:21 pm 
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Posts: 4663
Oni, Ogre Mage
Large giant, lawful evil
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Armor Class 16 (chain mail)
Hit Points 110 (13d10 + 39)
Speed 30 ft., fly 30 ft.
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STR 19 (+4) DEX 11 (+0) CON 16 (+3) INT 14 (+2) WIS 12 (+1) CHA 15 (+2)
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Saves Dex +3, Con +6, Wis +4, Cha +5
Skills Arcana +5, Deception +8, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Giant
Challenge 7 (2900 XP)
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Innate Spellcasting: The oni’s innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:
At will: Darkness, Invisibility
1/day each: Charm Person, Cone of Cold, Gaseous Form, Sleep

Magic Weapons: The oni’s weapon attacks are magical.

Regeneration: The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS
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Multiattack The oni makes two attacks, eitehr with its claws or its glaive.

Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft. , one target. Hit: 8 (1d8 + 4) slashing damage.

Glaive: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.

Change Shape: The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.


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 Post subject: Re: Official MM statblocks
PostPosted: Sun Jan 15, 2017 1:51 am 
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Posts: 4663
Einherjar (Tome of Beasts)
Medium humanoid, chaotic neutral
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Armor Class 18 (chainmail, shield)
Hit Points 119 (14d8 + 56)
Speed 30 ft.
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STR 19 (+4) DEX 16 (+3) CON 19 (+4) INT 10 (+0) WIS 14 (+2) CHA 11 (+0)
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Skills Animal Handling +5, Intimidation +6, Perception +5
Damage Resistances piercing from non-magical weapons.
Senses truesight 60 ft., passive Perception 15
Languages Celestial, Common
Treasure chainmail, shield, axe
Challenge 7 (2,900 XP)
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Asgardian Battleaxes. Made in Valhalla and kept keen with runic magic, Asgardian axes have a +2 enchantment and add a second die of weapon damage. Their magic must be renewed each week by a valkyrie or Odin’s own hand.

Battle Loving. Einherjars relish combat and never turn down a challenge to single combat or shirk a fight, even if the odds are hopeless. After all, Valhalla awaits them.

Battle Frenzy. Once reduced to 30 hp or less, einherjar make all attacks with advantage.

Fearsome Gaze. The stare of an einherjar is especially piercing and intimidating. They make Intimidation checks with advantage.

Innate Spellcasting. The einherjar’s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will—bless, spare the dying
1/day—death ward, spirit guardians

ACTIONS
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Multiattack The einherjar makes three melee attacks with its Asgardian battleaxe or one with its handaxe.

Asgardian Battleaxe: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Handaxe: Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.


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 Post subject: Re: Official MM statblocks
PostPosted: Sun Jan 15, 2017 9:07 am 
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Posts: 4663
Valkyrie (Tome of Beasts)
Medium celestial, neutral
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Armor Class 18 (chainmail, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft., fly 30 ft.
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STR 18 (+4) DEX 18 (+4) CON 16 (+3) INT 12 (+1) WIS 19 (+4) CHA 18 (+4)
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Saves Str +8, Dex +8, Con +7, Int +5, Wis +8, Cha +8
Skills Perception +8
Damage Resistances acid, cold, fire, lightning, thunder
Damage Immunities bludgeoning, piercing and slashing from non-magical weapons.
Condition Immunities frightened
Senses truesight 60 ft., passive Perception 18
Languages Common, Dwarvish, Giant; gift of tongues
Treasure chainmail, shield, spear
Challenge 11 (7,200 XP)
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Asgardian Weapons. The valkyrie’s weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below).

Cloak of Doom. Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will.

Gift of Tongues. Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever.

Innate Spellcasting. The valkyrie's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: bane, bless, invisibility, sacred flame, spare the dying, speak with animals, thaumaturgy
5/day each: gentle repose, healing word, warding bond
3/day each: beacon of hope, mass healing word, revivify
1/day each: commune, death ward, freedom of movement, geas


ACTIONS
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Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands, plus 11 (2d10) radiant damage.

Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) radiant damage.

LEGENDARY ACTIONS
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A valkyrie can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn. A valkyrie regains spent legendary actions at the start of her turn.

Cast a Cantrip. The valkyrie casts one spell from her at-will list.

Spear or Longsword Attack. The valkyrie makes one longsword or spear attack.

Harvest the Fallen (Costs 2 Actions). A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can’t be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul, and this replaces any other magic on the item. At the DM’s discretion, part of this bonus can become an appropriate special quality (a fire giant’s soul might create a flaming weapon, for example).


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 Post subject: Re: Official MM statblocks
PostPosted: Fri Jan 20, 2017 10:13 pm 
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Posts: 4663
Troll
Large giant, chaotic evil
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Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 40 ft.
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STR 18 (+4) DEX 13 (+1) CON 20 (+5) INT 7 (-2) WIS 9 (-1) CHA 7 (-2)
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Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Treasure -
Challenge 5 (1,800 XP)
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Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.


ACTIONS
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Multiattack. The troll makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.


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 Post subject: Re: Official MM statblocks
PostPosted: Sun Jan 22, 2017 1:34 pm 
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Posts: 4663
Rakshasa
Medium fiend (rakshasa), lawful evil
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Armor Class 16 (natural)
Hit Points 110 (13d8 + 52)
Speed 40 ft.
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STR 14 (+2) DEX 17 (+3) CON 18 (+4) INT 13 (+1) WIS 16 (+3) CHA 20 (+5)
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Skills Deception +10, Insight +8
Damage Vulnerabilities piercing from magic weapons wielded by good creatures
Damage Immunities bludgeoning, piercing and slashing from nonmagical attacks.
Senses darkvision 60 ft., passive Perception 13
Languages Common, Infernal
Treasure -
Challenge 13 (10,000 XP)

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Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks.) The rakshasa can innately cast the following spells, requiring no material components:
At will – detect thoughts, disguise self, mage hand, minor illusion
3/day – charm person, detect magic, invisibility, major image, suggestion
1/day – dominate person, fly, plane shift, true seeing


ACTIONS
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Multiattack. The rakshasa makes two claw attacks.

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.


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 Post subject: Re: Official MM statblocks
PostPosted: Tue Jan 24, 2017 3:25 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4663
Tarrasque
Gargantuan monstrosity (titan), unaligned
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Armor Class 25 (natural)
Hit Points 676 (33d20 + 330)
Speed 40 ft.
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STR 30 (+10) DEX 11 (+0) CON 30 (+10) INT 3 (-4) WIS 11 (+0) CHA 11 (+0)
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Saving Throws Int +5, Wis +9, Cha +9
Damage Immunities fire, poison, bludgeoning, piercing, slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, poisoned
Senses blindsight 120 ft., passive Perception 10
Languages -
Treasure -
Challenge 30 (155,000 XP)

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Legendary Resistance (3/Day): If the tarrasque fails a saving throw, it can choose to succeed instead.

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

Reflective Carapace: Any time the tarrasque is targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.

Siege Monster: The tarrasque deals double damage to objects and structures.


ACTIONS
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Multiattack. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.

Bite: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is Grappled (escape DC 20). Until this grapple ends, the target is Restrained, and the tarrasque can’t bite another target.

Claw: Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Horns: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage.

Tail: Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked Prone.

Frightful Presence: Each creature of the tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the tarrasque’s Frightful Presence for the next 24 hours.

Swallow: The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is Blinded and Restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque’s turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall Prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 30 feet of movement, exiting Prone.

LEGENDARY ACTIONS
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The tarrasque can take 3 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. The tarrasque regains spent legendary actions at the start of its turn.

Attack: The tarrasque makes one claw attack or tail attack.

Move: The tarrasque moves up to half its speed.

Chomp (Costs 2 Actions): The tarrasque makes one bite attack or uses its Swallow.


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 Post subject: Re: Official MM statblocks
PostPosted: Sun Feb 12, 2017 4:15 pm 
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Posts: 4663
Shadow Mastiff
Medium monstrosity, neutral evil
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Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 40 ft.
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STR 16 (+3) DEX 14 (+2) CON 13 (+1) INT 5 (-3) WIS 12 (+1) CHA 5 (-3)
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Skills Perception +3, Stealth +6
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks while in dim light or darkness.
Senses darkvision 60 ft., passive Perception 13
Languages Bestial
Challenge 2 (450 XP)
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Ethereal Awareness The shadow mastiff can see ethereal creatures and objects.

Keen Hearing and Smell: The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Shadow Blend: When in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.

Sunlight Weakness When in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks and saving throws.

ACTIONS
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Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


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 Post subject: Re: Official MM statblocks
PostPosted: Sun Feb 12, 2017 4:15 pm 
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Posts: 4663
Shadow Mastiff Alpha
Medium monstrosity, neutral evil
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Armor Class 12
Hit Points 42* (6d8 + 6) *treats HD results lower than 6 as 6.
Speed 40 ft.
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STR 16 (+3) DEX 14 (+2) CON 13 (+1) INT 6 (-2) WIS 12 (+1) CHA 5 (-3)
________________________________________________________________________________
Skills Perception +3, Stealth +6
Damage Resistances bludgeoning, piercing and slashing while in dim light or darkness.
Senses darkvision 60 ft., passive Perception 13
Languages Bestial
Challenge 3 (700 XP)
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Ethereal Awareness The shadow mastiff can see ethereal creatures and objects.

Keen Hearing and Smell: The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Shadow Blend: When in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.

Sunlight Weakness When in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks and saving throws.

ACTIONS
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Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Terrifying Howl: The shadow mastiff howls. Any beast or humanoid within 300 ft. of the mastiff and able to hear its howl must succeed a DC 11 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any shadow mastiff's Terrifying Howl for the next 24 hours.


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 Post subject: Re: Official MM statblocks
PostPosted: Sun Feb 12, 2017 4:15 pm 
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Posts: 4663
Yeth Hound
Large fey, neutral evil
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Armor Class 14 (natural)
Hit Points 51 (6d10 + 18)
Speed 40 ft., fly 40 ft. (hover)
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STR 18 (+4) DEX 17 (+3) CON 16 (+3) INT 5 (-3) WIS 12 (+1) CHA 7 (-2)
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Damage Immunities bludgeoning, piercing and slashing non-magical attacks not made with silvered weapons
Conditions Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish, Sylvan
Challenge 4 (1,100 XP)
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Keen Hearing and Smell: The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Sunlight Banishment: If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack-mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action.

Telepathic Bond. While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.

ACTIONS
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Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 14 (4d6) psychic damage if the target is frightened.

Baleful Baying: The yeth hound bays magically. Every enemy within 300 ft. of the hound and able to hear its howl must succeed a DC 13 Wisdom saving throw or be frightened until the end of the hound's next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.


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 Post subject: Re: Official MM statblocks
PostPosted: Sun Feb 12, 2017 4:15 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4663
Barghest
Large fiend (shapechanger), neutral evil
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Armor Class 17 (natural)
Hit Points 90 (12d10 + 24)
Speed 60 ft.
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STR 19 (+4) DEX 15 (+2) CON 14 (+2) INT 13 (+1) WIS 12 (+1) CHA 14 (+2)
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Skills Deception +4, Intimidation +4, Perception +5, Stealth +4
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks.
Damage Immunities acid, poison
Conditions Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Goblin, Infernal; telepathy 60 ft.
Challenge 4 (1,100 XP)
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Keen Smell: The barghest has advantage on Wisdom (Perception) checks that rely on smell.

Shapechanger: The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.

Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 ft. high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest.

Innate Spellcasting. The barghest's innate spellcasting ability is Charisma (spell save DC 12). The barghest can innately cast the following spells, requiring no material components.

At will – levitate, minor illusion, pass without trace
1/day each – charm person, dimension door, suggestion

ACTIONS
________________________________________________________________________________

Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.


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