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
FUE
19
+4
DES
11
+0
CON
14
+2
INT
8
−1
SAB
15
+2
CAR
10
+0

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.