Stul

Obojima: Tales from the Tall Grass p. 326 (Third Party)

Tamaño
Mediano
Tipo
monstrosity
Alineamiento
sin alineamiento
CA
16 (natural armor)
Puntos de golpe
52 (8d8+16)
Velocidad
walk 30 ft.
Sentidos
Darkvision 60 ft.
Percepción pasiva
9
Desafío
3
FUE
16
+3
DES
8
−1
CON
15
+2
INT
2
−4
SAB
8
−1
CAR
7
−2

Rasgos

Proficiency Bonus

+2

Hallucinatory Chatter

If a creature starts its turn within 30 feet of the stul and can hear it, the stul can force the creature to make a DC 12 Wisdom saving throw if the stul isn't incapacitated. On a failed save, the creature becomes charmed for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect ends early for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Acciones

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 4 (1d8) poison damage.

Becon

The stul commands any number of creatures charmed by its Hallucinatory Chatter to approach it. Each creature must spend its action on its next turn to move as close to the stul as it can.

Mental Invasion

One creature the stul chooses that can see it must succeed on a DC 13 Wisdom saving throw or be forced to use its reaction to move its full speed in the opposite direction of the stul.

Otros datos

description

Stul are monstrous creatures that live in the central and eastern woodland. Known for their unsettling visage and mind-altering magics, they pose a serious threat to lone travelers or young children. Because of this, the islanders have worked tirelessly to run them out of the Gift of Shuritashi.

Myth: It's said that the first stul was cursed into existence after a young Nakudama mage abandoned his companion spirit deep underground within the winding caves in Mount Arbora. By the time the companion resurfaced, its hardship had permanently altered it, leaving it with no recollection of its previous life, except for an innate feeling to call for its old friend