Alceton
The Griffon's Saddlebag: Book Two p. 368 (Third Party)
- Tamaño
- Grande
- Tipo
- monstrosity
- CA
- 14
- Puntos de golpe
- 60 (8d10+16)
- Velocidad
- walk 30 ft., fly 50 ft.
- Habilidades
- Perception +4
- Resistencias
- bludgeoning, piercing, and slashing damage from nonmagical attacks
- Sentidos
- darkvision 60 ft.
- Percepción pasiva
- 14
- Idiomas
- Giant Elk, understands Common and Elvish but can't speak them
- Desafío
- 3
Rasgos
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.
Acciones
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.
Otros datos
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.