Xanka
Tome of Beasts (Third Party)
- Size
- Small
- Type
- construct
- Alignment
- unaligned
- AC
- 15 (natural armor)
- Hit Points
- 18 (4d6+4)
- Speed
- walk 25 ft., climb 15 ft.
- Condition Immunities
- charmed, exhaustion, frightened
- Senses
- blindsight 120 ft.
- Passive Perception
- 10
- Languages
- Understands the languages of its creator but can't
- Challenge
- 1/4
Traits
Ingest Weapons
When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent -1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches -5, the weapon is destroyed. Even magic weapons are subject to this effect.
Magic Weapons
The xanka's weapon attacks are magical.
Constructed Nature
A xanka doesn't require air, food, drink, or sleep.
Actions
Absorb
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack.
In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature's turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.