Valkruung
Tome of Beasts 2
(100 XP)
Robinloft Estimated
CR
1/2
Armor Class
13
Hit Points
18 (4d4+8)
Speed
25 ft., climb 20 ft.
STR
8
(-1)
DEX
16
(+3)
CON
14
(+2)
INT
5
(-3)
WIS
12
(+1)
CHA
9
(-1)
Saving Throws
—
Skills
Acrobatics +5, Stealth +5
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Goblin
Environments
Prehensile Tendrils.
The valkruung has 10 shiny blue-gray tendrils that constantly grab at things in the environment. Each tendril can pick up or hold a Tiny object, such as a coin or piece of jewelry, that isn’t being worn or carried. If it uses all 10 of its tendrils, the valkruung can carry a single Small object, such as a backpack. The valkruung can use its tendrils to interact with objects, but it can’t use them to wield a weapon. It has advantage on Dexterity (Sleight of Hand) checks when using its tendrils and can use its tendrils to disarm opponents (see the Disarming Tendrils reaction).
Actions
Claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target suffers an itchy rash, and, at the start of each of its turns, it must succeed on a DC 13 Wisdom saving or spend its action furiously scratching the rash. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions
Disarming Tendrils.
When a creature the valkruung can see targets it with a melee weapon attack, the attacker must succeed on a DC 13 Dexterity saving throw or its weapon is knocked out of its grasp into a random unoccupied space within 5 feet of the attacker. The valkruung can’t use this reaction against attackers wielding a heavy or two-handed weapon.
Valkruung
Not yet described
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