Vespoma

Obojima: Tales from the Tall Grass p. 328 (Third Party)

Size
Medium
Type
monstrosity
Alignment
chaotic neutral
AC
12
Hit Points
33 (6d8+6)
Speed
walk 20 ft., climbing 40 ft., flying 20 ft.
Passive Perception
10
Languages
understands Common but doesn't speak
Challenge
1
STR
12
+1
DEX
14
+2
CON
12
+1
INT
7
−2
WIS
10
+0
CHA
13
+1

Traits

Proficiency Bonus

+2

Actions

Multiattack

The vespoma makes two attacks: one with its chomp and one with its claws.

Chomp

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Claws

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Master's Voice

The vespoma can cast the Command spell at will, using Charisma as its spellcasting ability. This spell has a save DC of 12, and it increases by 1 for each vespoma within 30 feet of it (to a maximum of 20).

Spells

Command

Other data

description

One of the most storied dangers of the Brackwater Wetlands comes in the form of a creature known as a vespoma. This canopy dweller resembles something between a bat and a monkey, and where there is one, there are often a handful of others. A vespoma is typically heard before it's seen, a fact that makes this creature so notorious, for the sound of its voice is laced with magic that compels its prey. Multiple vespoma harmonize, making their collective voice all the more potent. Vespoma are not simply hunters. They have a cruel nature and they are known to toy with their prey. Many stories are told of the vespoma's origin, but the most common opinion is that some time ago, a witch who lived in the Brackwater Wetlands taught these creatures the rudiments of spellcraft, which they then passed on to subsequent generations. Whatever the truth is, rangers familiar with the wetlands are known to warn travelers to avoid the voices in the trees.