Points Balance:  0 Goblin Gold

Medusloth

by | Jan 23, 2024 | Bonfire Bites | 0 comments

Medusloth

Small Monstrosity, Unaligned

Armor Class 13

Hit Points 108 (31d6)

Speed 30 ft.


STR 16 (+3), DEX 4 (–3), CON 10 (+0), INT 3 (–4), WIS 12 (+1), CHA 14 (+2)


Skills Athletics +5, Survival +3

Senses darkvision 60 ft., passive Perception 11

Languages

Challenge 1 (200 XP)      Proficiency Bonus +2


Keen Smell. The medusloth has advantage on Wisdom (Perception) checks that rely on smell.

Stony Aura. While the medusloth is alive, a sphere 15 feet in radius centered on the sloth creates an oppressive sensation of stone pressing in from all directions. All terrain within the sphere is difficult terrain. Any creature that moves more than 5 feet during its turn within the sphere must immediately succeed on a DC 12 Constitution saving throw or become restrained until the start of its next turn.

Actions

Multiattack. The medusloth makes a number of snake hair attacks equal to the number of targets within 5 feet.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage.

Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. The target must make a DC 12 Constitution saving throw. If the saving throw fails by 5 or more, or if the saving throw fails and the creature is already restrained by the medusloth’s Stony Aura, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Medusloth

Creature 1

Small, Animal

Perception +4; low-light vision, scent (imprecise) 30 feet

Skills Athletics +7 (+9 to Climb), Survival +4

Str +4, Dex –1, Con +3, Int –4, Wis +1, Cha +0


AC 14 all-around vision; Fort +8, Ref +2, Will +4

HP 20

Stony Aura (aura, primal) 15 feet. The space within this aura feels oppressive, like the weight of rocks pressing in from all directions. Any creature that isn’t a medusloth treats the area as difficult terrain. When a creature moves more than 5 feet within the aura during its turn, it must immediately attempt a DC 15 Fortitude save.

  • Critical Success The target is unaffected.
  • Success The target is immobilized until the start of its next turn.
  • Failure As success, and the target is slowed 1.
  • Critical Failure As failure, and the target is knocked prone.

Speed 5 feet, climb 10 feet

Melee [one-action] claw +9, Damage 1d6+6 slashing

Melee [one-action] snake fangs +7 (agile), Damage 1d4 + 4 piercing plus petrification

Petrification (incapacitation, primal) The target must immediately attempt a Fortitude save against the medusloth’s stony aura. If the target was already slowed by stony aura before attempting its save, a failed save causes it to be petrified permanently. After attempting its save, the target is then temporarily immune until the start of the medusloth’s next turn.

Rend [one-action] claw

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