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Nyx-Fleece Ram

Nyx-Fleece Ram CR: 1

Medium monstrosity , unaligned
Armor Class: 14 (natural armor)
Hit Points: 27 (5d8+5) 5d8+5
Speed: 40 ft

STR

16 +3

DEX

14 +2

CON

12 +1

INT

3 -4

WIS

13 +1

CHA

10 +0

Senses: passive Perception 11 
Challenge Rating: 1

Charge. If the ram moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) 2d4 bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.   Magic Resistance. The ram has advantage on saving throws against spells and other magical effects.   Sure-Footed. The ram has advantage on Strength and Dexterity saving throws against effects that would knock it prone.

Actions

Ram. Melee Weapon Attack: +5 1d20+5 to hit, reach 5 ft., one tar­get. Hit: 8 (2d4+3) 2d4+3 bludgeoning damage plus 3 (1d6) 1d6 force damage.

Powers of the Fleece 

1d6  
d6 Property 
1 Protection. The wearer gains a +1 bonus to AC and saving throws.
2 Power of Nyx. The wearer has advantage on all Cha­risma (Persuasion) checks.
3 Calming Presence. The wearer can cast calm emotions once per day (save DC 13).
4 Trail of Flowers. Wherever the wearer of the fleece walks, flowers spring up magically behind them. The flowers wilt away after 1 hour.
5 Animal Affinity. Any non-evil wearer of the fleece can cast animal friendship once per day (save DC 13 ).
6 Abundance of Food. The wearer can cast create food and water once per day.

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