Alceton

The Griffon's Saddlebag: Book Two p. 368 (Third Party)

Size
Large
Type
monstrosity
AC
14
Hit Points
60 (8d10+16)
Speed
walk 30 ft., fly 50 ft.
Skills
Perception +4
Resistances
bludgeoning, piercing, and slashing damage from nonmagical attacks
Senses
darkvision 60 ft.
Passive Perception
14
Languages
Giant Elk, understands Common and Elvish but can't speak them
Challenge
3
STR
19
+4
DEX
11
+0
CON
14
+2
INT
8
−1
WIS
15
+2
CHA
10
+0

Traits

Proficiency Bonus

+2

Charge

If the alceton 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 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Sure-Footed

The alceton has advantage on ability checks and saving throws made against effects that would knock it prone.

Actions

Multiattack

The alceton makes two attacks: one with its ram and one with its talons.

Ram

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.

Talons

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage, and if the target is a Medium or smaller creature that is prone, it is grappled (Escape DC 14). Until this grapple ends, the alceton can't use its talons on another target.

Other data

description

With the head of a moose, body and wings of a raptor, alcetons wander the frigid skies of northern climes and the upper echelons of snow-topped mountain ranges. Their favored prey are humanoids, especially dwarves. Indeed, some dwarven legends (especially in Heavensteppe) claim that roving alcetons are one of the foremost reasons dwarves belong below the surface.