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Level Up: Advanced 5th Edition (A5E)
A Leveled Up Bestiary
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<blockquote data-quote="Faolyn" data-source="post: 8674025" data-attributes="member: 6915329"><p>The first monster is the horast, also known as the whipper or whipperbeast. There's something about the illustration that I really liked, and I got the feeling that the creator really tried to think about dungeon ecology.</p><p></p><p>[ATTACH=full]251929[/ATTACH]</p><p><span style="font-size: 15px">Art by Mary Lynn Skirvin</span></p><p></p><p><span style="font-size: 26px"><strong><span style="color: rgb(65, 168, 95)">Horast</span></strong></span></p><p>Dragon’s Bestiary, Dragon Magazine #27</p><p>Created by Mary Lynn Skirvin</p><p></p><p>The horast, also known as the whipper beast, is fierce a subterranean hunter. It has an almost comical appearance, with six splayed limbs, and a tubular snout with flared monsters at the end, stiff, steel-gray fur. A row of short, flexible spines that run down the length of their flat, rotund body, and their most noticeable feature is a horny, rat-like tail that’s nearly twice as long as their body. That tail, however, ends in dagger-like barbs, and the horast is capable of wielding its tail like a bullwhip.</p><p></p><p><strong><em>Dungeon-Dwelling Predators.</em></strong> Horasts are generally found only in underground places, where their metallic gray fur lets them blend into their stony surroundings. They only attack when hungry—although they’re hungry quite often—or to defend their territory.</p><p></p><p><strong><em>Strange Allies.</em></strong> Despite their bestial nature, horasts are actually willing to associate with humanoids who treat them kindly, and some dungeon-dwelling people have learned to use them as mounts.</p><p></p><p><span style="font-size: 18px"><strong>Legends and Lore</strong></span></p><p>With a Nature check, characters can learn the following:</p><p></p><p><strong>DC 10:</strong> Also called whipper beasts, these fierce creatures are mostly found in the darkest underground regions, but don’t fear the light. In the dark, their eyes glow.</p><p></p><p><strong>DC 15:</strong> Horasts don’t eat meat, but instead drink blood, preferably from freshly-killed corpses.</p><p></p><p><strong>DC 20:</strong> Despite their predatory temperaments, horasts are willing to befriend and even accompany humanoids—at least those who have a forceful enough personality.</p><p></p><p><span style="font-size: 18px"><strong>Encounters</strong></span></p><p><em><strong>Terrain: </strong></em>caverns, mountains</p><p>Horasts are almost invariably found underground, either in natural caverns or in constructed dungeons, where their gray fur lets them blend in to their stony surroundings.</p><p></p><p><strong>CR 1-2:</strong> 1 horast.</p><p><strong>CR 3-4:</strong> 2 horasts.</p><p><em>Treasure:</em> a desiccated corpse with a battered and damaged <em>shield +1</em>.</p><p></p><p><span style="font-size: 18px"><strong>Signs</strong></span></p><p>1. Blade-like gouges in stone walls or floors.</p><p>2. A bloodless corpse. A DC 12 Investigation or Survival check will reveal that the blood is missing, not pooled on or soaked into the ground.</p><p>3. A few short, shed spikes. A DC 10 Nature check will reveal that they are the quills from a creature.</p><p>4. Pieces of discarded armor with gaping rents.</p><p></p><p><span style="font-size: 18px"><strong>Behavior</strong></span></p><p>1. Lapping up blood from a recently-slain corpse.</p><p>2. Hungry: will attack on sight.</p><p>3. Sleeping in its lair.</p><p>4. Tracking prey.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px">Horast</span></span></strong></p><p><strong>Large monstrosity</strong></p><p>Challenge 2 (450 XP)</p><p><strong>AC</strong> 13 (natural armor)</p><p><strong>HP</strong> 32 (5d10+5; bloodied 16)</p><p><strong>Speed</strong> 20 ft., climb 20 ft.</p><p></p><p><strong>STR</strong> 14 (+2) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 12 (+1)</p><p><strong>INT</strong> 4 (-3) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 7 (-2)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 12</p><p><strong>Skills</strong> Perception +2, Stealth +2 <em>(+1d6 when underground</em>)</p><p><strong>Senses</strong> darkvision 60 ft., passive Per 12</p><p><strong>Languages</strong> —</p><p><strong><em>Keen Senses. </em></strong>The horast has advantage on Perception checks that rely on hearing or smell.</p><p><strong><em>Six-Legged. </em></strong>The horast has advantage on any saving throw to avoid being knocked prone.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack. </em></strong>The horast makes two claw attacks.</p><p><strong><em>Tailslash. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 15 ft., one target. <em>Hit: </em>11 (2d8+2) bludgeoning damage plus 7 (2d6) piercing damage. If the target is wearing heavy armor or armor with the Flaw trait, the target must make a DC 12 Dexterity saving throw or the armor becomes damaged. If the target rolls a 1 on this save, the armor is broken instead.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d8+2) slashing damage.</p><p></p><p><strong><u>Reactions</u></strong></p><p><strong><em>Knockdown. </em></strong>When the horast is attacked by a creature within 10 feet of it, uses its tail to knock the target off its feet. The target must make a DC 12 Strength saving throw or take 11 (2d8+2) bludgeoning damage and be knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone.</p><p></p><p><span style="font-size: 18px"><strong>Combat</strong></span></p><p>Horasts try to keep a distance from their their target, preferring to attack with its tail; they generally only use their claws against a prone target. When bloodied, the creature retreats.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8674025, member: 6915329"] The first monster is the horast, also known as the whipper or whipperbeast. There's something about the illustration that I really liked, and I got the feeling that the creator really tried to think about dungeon ecology. [ATTACH type="full" width="448px" alt="1656122609040.png"]251929[/ATTACH] [SIZE=4]Art by Mary Lynn Skirvin[/SIZE] [SIZE=7][B][COLOR=rgb(65, 168, 95)]Horast[/COLOR][/B][/SIZE] Dragon’s Bestiary, Dragon Magazine #27 Created by Mary Lynn Skirvin The horast, also known as the whipper beast, is fierce a subterranean hunter. It has an almost comical appearance, with six splayed limbs, and a tubular snout with flared monsters at the end, stiff, steel-gray fur. A row of short, flexible spines that run down the length of their flat, rotund body, and their most noticeable feature is a horny, rat-like tail that’s nearly twice as long as their body. That tail, however, ends in dagger-like barbs, and the horast is capable of wielding its tail like a bullwhip. [B][I]Dungeon-Dwelling Predators.[/I][/B] Horasts are generally found only in underground places, where their metallic gray fur lets them blend into their stony surroundings. They only attack when hungry—although they’re hungry quite often—or to defend their territory. [B][I]Strange Allies.[/I][/B] Despite their bestial nature, horasts are actually willing to associate with humanoids who treat them kindly, and some dungeon-dwelling people have learned to use them as mounts. [SIZE=5][B]Legends and Lore[/B][/SIZE] With a Nature check, characters can learn the following: [B]DC 10:[/B] Also called whipper beasts, these fierce creatures are mostly found in the darkest underground regions, but don’t fear the light. In the dark, their eyes glow. [B]DC 15:[/B] Horasts don’t eat meat, but instead drink blood, preferably from freshly-killed corpses. [B]DC 20:[/B] Despite their predatory temperaments, horasts are willing to befriend and even accompany humanoids—at least those who have a forceful enough personality. [SIZE=5][B]Encounters[/B][/SIZE] [I][B]Terrain: [/B][/I]caverns, mountains Horasts are almost invariably found underground, either in natural caverns or in constructed dungeons, where their gray fur lets them blend in to their stony surroundings. [B]CR 1-2:[/B] 1 horast. [B]CR 3-4:[/B] 2 horasts. [I]Treasure:[/I] a desiccated corpse with a battered and damaged [I]shield +1[/I]. [SIZE=5][B]Signs[/B][/SIZE] 1. Blade-like gouges in stone walls or floors. 2. A bloodless corpse. A DC 12 Investigation or Survival check will reveal that the blood is missing, not pooled on or soaked into the ground. 3. A few short, shed spikes. A DC 10 Nature check will reveal that they are the quills from a creature. 4. Pieces of discarded armor with gaping rents. [SIZE=5][B]Behavior[/B][/SIZE] 1. Lapping up blood from a recently-slain corpse. 2. Hungry: will attack on sight. 3. Sleeping in its lair. 4. Tracking prey. [B][COLOR=rgb(65, 168, 95)][SIZE=6]Horast[/SIZE][/COLOR] Large monstrosity[/B] Challenge 2 (450 XP) [B]AC[/B] 13 (natural armor) [B]HP[/B] 32 (5d10+5; bloodied 16) [B]Speed[/B] 20 ft., climb 20 ft. [B]STR[/B] 14 (+2) [B]DEX[/B] 10 (+0) [B]CON[/B] 12 (+1) [B]INT[/B] 4 (-3) [B]WIS[/B] 10 (+0) [B]CHA[/B] 7 (-2) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 12 [B]Skills[/B] Perception +2, Stealth +2 [I](+1d6 when underground[/I]) [B]Senses[/B] darkvision 60 ft., passive Per 12 [B]Languages[/B] — [B][I]Keen Senses. [/I][/B]The horast has advantage on Perception checks that rely on hearing or smell. [B][I]Six-Legged. [/I][/B]The horast has advantage on any saving throw to avoid being knocked prone. [B][U]Actions[/U] [I]Multiattack. [/I][/B]The horast makes two claw attacks. [B][I]Tailslash. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 15 ft., one target. [I]Hit: [/I]11 (2d8+2) bludgeoning damage plus 7 (2d6) piercing damage. If the target is wearing heavy armor or armor with the Flaw trait, the target must make a DC 12 Dexterity saving throw or the armor becomes damaged. If the target rolls a 1 on this save, the armor is broken instead. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit:[/I] 6 (1d8+2) slashing damage. [B][U]Reactions[/U] [I]Knockdown. [/I][/B]When the horast is attacked by a creature within 10 feet of it, uses its tail to knock the target off its feet. The target must make a DC 12 Strength saving throw or take 11 (2d8+2) bludgeoning damage and be knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone. [SIZE=5][B]Combat[/B][/SIZE] Horasts try to keep a distance from their their target, preferring to attack with its tail; they generally only use their claws against a prone target. When bloodied, the creature retreats. [/QUOTE]
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