Shellycoat

Tome of Beasts (Third Party)

Size
Medium
Type
fey
Alignment
neutral evil
AC
14 (natural armor)
Hit Points
75 (10d8+30)
Speed
walk 30 ft., swim 20 ft.
Skills
Perception +1, Stealth +4
Condition Immunities
charmed, unconscious
Senses
darkvision 60 ft.
Passive Perception
11
Languages
Giant, Sylvan
Challenge
2
STR
17
+3
DEX
15
+2
CON
16
+3
INT
13
+1
WIS
9
−1
CHA
7
−2

Traits

Innate Spellcasting

The shellycoat can cast the following spells innately, requiring no components:

  • 1/day each: darkness, fog cloud
  • 1/day (if in possession of its coat): water breathing

Regeneration

The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn't function at the start of the monster's next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn't regenerate.

Stealthy Observer

The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing.

Sunlight Sensitivity

The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight.

Actions

Multiattack

The shellycoat makes one bite attack and one claws attack.

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claws

Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature.

Other data

description