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
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.