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<blockquote data-quote="Faolyn" data-source="post: 8708299" data-attributes="member: 6915329"><p>Another Greenwood creature, the <strong>cantobele</strong> appeared in the Creature Catalog and then in one of the Forgotten Realms MC Appendixes, and then nowhere else, as far as I can tell. It has a similar niche to the leucrotta—it can lure people with its voice—but with enough of a twist I don’t mind converting it.</p><p></p><p>Their magical abilities and the strange, bell-like ringing they produce put me in mind of a strange fey creature. While I didn’t make them fey, I took that idea and ran with it.</p><p></p><p>[ATTACH=full]255532[/ATTACH]</p><p><span style="font-size: 15px">Artist: Bob Maurus</span></p><p></p><p><span style="color: rgb(65, 168, 95)"><span style="font-size: 22px"><strong>Cantobele</strong></span></span></p><p>Creature Catalog, Dragon Magazine #89</p><p>Created by Ed Greenwood</p><p></p><p>Cantobeles are said to be the creations of powerful and evil hags, who gave them voices they had stolen from youths they had kidnapped. They are sleekly-muscled beasts that resemble a great cat mixed with a wolf-like muzzle and fur that changes from tawny to gray to black, depending on the season, but their startlingly human eyes and six legs immediately reveal them to be no mere animal.</p><p></p><p><strong><em>Voice of an Angel.</em></strong> Cantobeles are intelligent creatures who can speak several languages, and their human-like voices are startlingly beautiful in comparison to their beastly forms. Powerful hunters, they use a combination of their ability to read minds with their melodic voices to lure people into the underbrush, at which point they strike.</p><p></p><p><strong><em>Devoted Parents.</em></strong> Although they find a mate rarely and reproduce rarely, they produce large litters, numbering on average 10 cubs. Both parents are dedicated to their young, with the male doing much of the rearing while the female hunts, until the young are old enough to learn how. Cubs stay with their parents for several years perfecting their skills. When they are able to manifest their mind-reading abilities, they are considered mature enough to head out on their own. At that point, the parents part, never to mate again.</p><p></p><p><strong><em>Land of Illusions and Misdirections. </em></strong>Some cantobele, particularly those who are allied with a coven of hags, have the ability to encircle their lair with powerful divination-thwarting illusions. Whenever a divination spell of 5th level or lower is cast within a half-mile radius of the cantobele’s lair, the Narrator should roll a d4. On a 1, the spell returns false information.</p><p></p><p>In order to activate this power, the cantobele must make perform a daily ritual in which they patrol a circuit one mile in diameter centered on the lair. Failure to do so causes the illusion to end.</p><p></p><p><strong><span style="font-size: 18px">Legends and Lore</span></strong></p><p>With a Nature or Arcana check, the characters can learn the following:</p><p></p><p><strong>DC 10.</strong> Cantobele are six-legged, cat-like creatures with melodic voices.</p><p></p><p><strong>DC 15.</strong> Cantobeles have the ability to read minds and use that to help them lure intelligent prey in.</p><p></p><p><strong>DC 20.</strong> Sages believe that cantobeles may be the creation of evil hags. Whether or not this is true, they often make alliances with them.</p><p></p><p><strong><span style="font-size: 18px">Cantobele Encounters</span></strong></p><p><strong><em>Terrain:</em></strong> forests, hills, mountains, swamp</p><p></p><p><strong>CR 5-10</strong> cantobele; cantobele and green hag</p><p><strong><em>Treasure:</em></strong> 85 gp, silver dagger with storage compartment and electrum pommel in the shape of a hawk (75 gp), <em>oil of slipperiness, </em>one <em>waystone</em>.</p><p></p><p><strong>CR 11-16</strong> 2 cantobeles; cantobele and 3 cantobele cubs; cantobele and 2 green hags or 1 coven green hag; cantobele and winter hag</p><p><strong><em>Treasure:</em></strong> 160 gp, 3 carved jade chess pieces (125 gp each), a pair of gold earrings (150 gp) and matching necklace (250 gp), a unicorn’s horn, <em>+1 mace</em> made of black stone with silver decorations, <em>cord of spirit stealing</em></p><p></p><p><strong>CR 17-22</strong> 1 cantobele and 5 cantobele cubs</p><p><em><strong>Treasure: </strong></em>80 pp, 250 gp, a wizard’s diary with notes that leads to the discovery of a rare 5th-level spell, a chest of 50 silver ingots (5 gp each), a golden crown set with rubies and sapphires (2,500 gp), <em>ring of spell storing </em>with <em>lightning bolt </em>currently stored in it, <em>gem of seeing.</em></p><p></p><p><strong><span style="font-size: 18px">Signs</span></strong></p><p>1. A bell-like ringing in the distance. A DC 17 Insight check reveals that the sound doesn’t originate from an actual bell.</p><p>2. Piles of melting snow and a chunks of a corpse that has been frozen solid.</p><p>3. A set of feline-like tracks from an animal with six legs.</p><p>4. After casting a divination spell, and with an Arcana check (DC equals 14 + the spell’s level), the party realizes that the spell gave the wrong information.</p><p></p><p><strong><span style="font-size: 18px">Behavior</span></strong></p><p>1. Lurking in the undergrowth, offering promises to anyone who follows its voice.</p><p>2. Discussing current events with an allied hag.</p><p>3. Performing its ritual encircling of its lair.</p><p>4. Sleeping off its last meal.</p><p>5. Singing a sweet-sounding song of its own creation.</p><p>6. Teaching its young how to hunt.</p><p></p><p><strong><span style="font-size: 18px">Names</span></strong></p><p>Inbal, Kampan, Nikanta, Reisu, Shijan</p><p></p><p><strong><span style="font-size: 26px"><span style="color: rgb(65, 168, 95)">Cantobele</span></span></strong></p><p><strong>Large monstrosity</strong></p><p>Challenge 7 (2,900 XP)</p><p><strong>AC</strong> 15 (natural armor)</p><p><strong>HP</strong> 105 (14d10+28; bloodied 52)</p><p><strong>Speed</strong> 40 ft., climb 30 ft.</p><p></p><p><strong>STR</strong> 17 (+3) <strong>DEX</strong> 15 (+2) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> 10 (+0) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 14 (+2)</p><p></p><p><strong>Proficiency</strong> +3</p><p><strong>Maneuver DC</strong> 14</p><p><strong>Skills</strong> Deception +4 (<em>mimicry +1d6</em>), Perception +3, Performance +4 (<em>+1d4</em>), Stealth +5 (<em>+1d4</em>)</p><p><strong>Saves</strong> Dex +4</p><p><strong>Damage Immunities</strong> cold</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 13</p><p><strong>Languages</strong> Common, Sylvan, and three others</p><p><strong><em>Keen Smell.</em></strong> The cantobele has advantage on Wisdom (Perception) checks that rely on smell.</p><p><strong><em>Magically Shielded. </em></strong>The cantobele can’t be targeted by any divination magic or perceived through magical scrying sensors.</p><p><strong><em>Pounce. </em></strong>If the cantobele moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.</p><p><strong><em>Protected Eyes.</em></strong> The cantobele has advantage on saving throws to avoid being blinded.</p><p><strong><em>Spellcasting (3/Day).</em></strong> The cabtobele can cast <em>detect thoughts</em> without any components. Its spellcasting ability for this trait is Charisma (spell save DC 12).</p><p><strong><em>Sure-Footed. </em></strong>The cantobele has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The cantobele makes five attacks: one with its bite and four with its claws.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit: </em>10 (2d6+3) piercing damage.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit: </em>8 (2d4+3) slashing damage.</p><p><strong><em>Cold Breath (Recharge 6).</em></strong> The cantobele exhales a 30-foot cone of freezing wind and snow. Each creature in that area must make a DC 13 Constitution saving throw, taking 36 (8d8) cold damage on failed save, or half as much damage on a success. A creature killed by this damage becomes a frozen statue until it thaws.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Opportune Bite.</em></strong> The cantobele makes a bite attack against a prone creature.</p><p></p><p><strong><span style="color: rgb(65, 168, 95)"><span style="font-size: 26px">Cantobele Cub</span></span></strong></p><p><strong>Medium monstrosity</strong></p><p>Challenge 3 (700 XP)</p><p><strong>AC</strong> 15 (natural armor)</p><p><strong>HP</strong> 55 (10d8+10)</p><p><strong>Speed</strong> 40 ft., climb 30 ft.</p><p></p><p><strong>STR</strong> 13 (+1) <strong>DEX</strong> 15 (+2) <strong>CON</strong> 12 (+1)</p><p><strong>INT</strong> 9 (-1) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 11 (+0)</p><p></p><p><strong>Proficiency</strong> +2</p><p><strong>Maneuver DC</strong> 12</p><p><strong>Skills</strong> Deception +2, Perception +3, Performance +2, Stealth +4</p><p><strong>Saves</strong> Dex +4</p><p><strong>Damage Immunities</strong> cold</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 13</p><p><strong>Languages</strong> Common, Sylvan</p><p><strong><em>Keen Smell.</em></strong> The cantobele has advantage on Wisdom (Perception) checks that rely on smell.</p><p><strong><em>Magically Shielded. </em></strong>The cantobele can’t be targeted by any divination magic or perceived through magical scrying sensors.</p><p><strong><em>Pounce. </em></strong>If the cantobele moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone.</p><p><strong><em>Protected Eyes.</em></strong> The cantobele has advantage on saving throws to avoid being blinded.</p><p><strong><em>Sure-Footed. </em></strong>The cantobele has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Multiattack.</em></strong> The cantobele makes five attacks: one with its bite and four with its claws.</p><p><strong><em>Bite. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>5 (1d6+2) piercing damage.</p><p><strong><em>Claws. </em></strong><em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit: </em>4 (1d4+2) slashing damage.</p><p><strong><em>Cold Breath (Recharge 6).</em></strong> The cantobele exhales a 30-foot cone of freezing wind and snow. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on failed save, or half as much damage on a success. A creature killed by this damage becomes a frozen statue until it thaws.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Opportune Bite.</em></strong> The cantobele makes a bite attack against a prone creature.</p><p></p><p><strong>Combat</strong></p><p>A cantobele prefers to lure a single traveler into ambush, then attacking with bite and claws. Against a large group, it starts out with its cold breath first. If bloodied, it will either flee, only to begin tracking the targets again and waiting for a better time to strike, or will attempt to bribe the targets with an item from its horde.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8708299, member: 6915329"] Another Greenwood creature, the [B]cantobele[/B] appeared in the Creature Catalog and then in one of the Forgotten Realms MC Appendixes, and then nowhere else, as far as I can tell. It has a similar niche to the leucrotta—it can lure people with its voice—but with enough of a twist I don’t mind converting it. Their magical abilities and the strange, bell-like ringing they produce put me in mind of a strange fey creature. While I didn’t make them fey, I took that idea and ran with it. [ATTACH type="full" alt="1658959121930.png"]255532[/ATTACH] [SIZE=4]Artist: Bob Maurus[/SIZE] [COLOR=rgb(65, 168, 95)][SIZE=6][B]Cantobele[/B][/SIZE][/COLOR] Creature Catalog, Dragon Magazine #89 Created by Ed Greenwood Cantobeles are said to be the creations of powerful and evil hags, who gave them voices they had stolen from youths they had kidnapped. They are sleekly-muscled beasts that resemble a great cat mixed with a wolf-like muzzle and fur that changes from tawny to gray to black, depending on the season, but their startlingly human eyes and six legs immediately reveal them to be no mere animal. [B][I]Voice of an Angel.[/I][/B] Cantobeles are intelligent creatures who can speak several languages, and their human-like voices are startlingly beautiful in comparison to their beastly forms. Powerful hunters, they use a combination of their ability to read minds with their melodic voices to lure people into the underbrush, at which point they strike. [B][I]Devoted Parents.[/I][/B] Although they find a mate rarely and reproduce rarely, they produce large litters, numbering on average 10 cubs. Both parents are dedicated to their young, with the male doing much of the rearing while the female hunts, until the young are old enough to learn how. Cubs stay with their parents for several years perfecting their skills. When they are able to manifest their mind-reading abilities, they are considered mature enough to head out on their own. At that point, the parents part, never to mate again. [B][I]Land of Illusions and Misdirections. [/I][/B]Some cantobele, particularly those who are allied with a coven of hags, have the ability to encircle their lair with powerful divination-thwarting illusions. Whenever a divination spell of 5th level or lower is cast within a half-mile radius of the cantobele’s lair, the Narrator should roll a d4. On a 1, the spell returns false information. In order to activate this power, the cantobele must make perform a daily ritual in which they patrol a circuit one mile in diameter centered on the lair. Failure to do so causes the illusion to end. [B][SIZE=5]Legends and Lore[/SIZE][/B] With a Nature or Arcana check, the characters can learn the following: [B]DC 10.[/B] Cantobele are six-legged, cat-like creatures with melodic voices. [B]DC 15.[/B] Cantobeles have the ability to read minds and use that to help them lure intelligent prey in. [B]DC 20.[/B] Sages believe that cantobeles may be the creation of evil hags. Whether or not this is true, they often make alliances with them. [B][SIZE=5]Cantobele Encounters[/SIZE] [I]Terrain:[/I][/B] forests, hills, mountains, swamp [B]CR 5-10[/B] cantobele; cantobele and green hag [B][I]Treasure:[/I][/B] 85 gp, silver dagger with storage compartment and electrum pommel in the shape of a hawk (75 gp), [I]oil of slipperiness, [/I]one [I]waystone[/I]. [B]CR 11-16[/B] 2 cantobeles; cantobele and 3 cantobele cubs; cantobele and 2 green hags or 1 coven green hag; cantobele and winter hag [B][I]Treasure:[/I][/B] 160 gp, 3 carved jade chess pieces (125 gp each), a pair of gold earrings (150 gp) and matching necklace (250 gp), a unicorn’s horn, [I]+1 mace[/I] made of black stone with silver decorations, [I]cord of spirit stealing[/I] [B]CR 17-22[/B] 1 cantobele and 5 cantobele cubs [I][B]Treasure: [/B][/I]80 pp, 250 gp, a wizard’s diary with notes that leads to the discovery of a rare 5th-level spell, a chest of 50 silver ingots (5 gp each), a golden crown set with rubies and sapphires (2,500 gp), [I]ring of spell storing [/I]with [I]lightning bolt [/I]currently stored in it, [I]gem of seeing.[/I] [B][SIZE=5]Signs[/SIZE][/B] 1. A bell-like ringing in the distance. A DC 17 Insight check reveals that the sound doesn’t originate from an actual bell. 2. Piles of melting snow and a chunks of a corpse that has been frozen solid. 3. A set of feline-like tracks from an animal with six legs. 4. After casting a divination spell, and with an Arcana check (DC equals 14 + the spell’s level), the party realizes that the spell gave the wrong information. [B][SIZE=5]Behavior[/SIZE][/B] 1. Lurking in the undergrowth, offering promises to anyone who follows its voice. 2. Discussing current events with an allied hag. 3. Performing its ritual encircling of its lair. 4. Sleeping off its last meal. 5. Singing a sweet-sounding song of its own creation. 6. Teaching its young how to hunt. [B][SIZE=5]Names[/SIZE][/B] Inbal, Kampan, Nikanta, Reisu, Shijan [B][SIZE=7][COLOR=rgb(65, 168, 95)]Cantobele[/COLOR][/SIZE] Large monstrosity[/B] Challenge 7 (2,900 XP) [B]AC[/B] 15 (natural armor) [B]HP[/B] 105 (14d10+28; bloodied 52) [B]Speed[/B] 40 ft., climb 30 ft. [B]STR[/B] 17 (+3) [B]DEX[/B] 15 (+2) [B]CON[/B] 14 (+2) [B]INT[/B] 10 (+0) [B]WIS[/B] 12 (+1) [B]CHA[/B] 14 (+2) [B]Proficiency[/B] +3 [B]Maneuver DC[/B] 14 [B]Skills[/B] Deception +4 ([I]mimicry +1d6[/I]), Perception +3, Performance +4 ([I]+1d4[/I]), Stealth +5 ([I]+1d4[/I]) [B]Saves[/B] Dex +4 [B]Damage Immunities[/B] cold [B]Senses[/B] darkvision 60 ft., passive Perception 13 [B]Languages[/B] Common, Sylvan, and three others [B][I]Keen Smell.[/I][/B] The cantobele has advantage on Wisdom (Perception) checks that rely on smell. [B][I]Magically Shielded. [/I][/B]The cantobele can’t be targeted by any divination magic or perceived through magical scrying sensors. [B][I]Pounce. [/I][/B]If the cantobele moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. [B][I]Protected Eyes.[/I][/B] The cantobele has advantage on saving throws to avoid being blinded. [B][I]Spellcasting (3/Day).[/I][/B] The cabtobele can cast [I]detect thoughts[/I] without any components. Its spellcasting ability for this trait is Charisma (spell save DC 12). [B][I]Sure-Footed. [/I][/B]The cantobele has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The cantobele makes five attacks: one with its bite and four with its claws. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit: [/I]10 (2d6+3) piercing damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit: [/I]8 (2d4+3) slashing damage. [B][I]Cold Breath (Recharge 6).[/I][/B] The cantobele exhales a 30-foot cone of freezing wind and snow. Each creature in that area must make a DC 13 Constitution saving throw, taking 36 (8d8) cold damage on failed save, or half as much damage on a success. A creature killed by this damage becomes a frozen statue until it thaws. [B][U]Bonus Actions[/U] [I]Opportune Bite.[/I][/B] The cantobele makes a bite attack against a prone creature. [B][COLOR=rgb(65, 168, 95)][SIZE=7]Cantobele Cub[/SIZE][/COLOR] Medium monstrosity[/B] Challenge 3 (700 XP) [B]AC[/B] 15 (natural armor) [B]HP[/B] 55 (10d8+10) [B]Speed[/B] 40 ft., climb 30 ft. [B]STR[/B] 13 (+1) [B]DEX[/B] 15 (+2) [B]CON[/B] 12 (+1) [B]INT[/B] 9 (-1) [B]WIS[/B] 12 (+1) [B]CHA[/B] 11 (+0) [B]Proficiency[/B] +2 [B]Maneuver DC[/B] 12 [B]Skills[/B] Deception +2, Perception +3, Performance +2, Stealth +4 [B]Saves[/B] Dex +4 [B]Damage Immunities[/B] cold [B]Senses[/B] darkvision 60 ft., passive Perception 13 [B]Languages[/B] Common, Sylvan [B][I]Keen Smell.[/I][/B] The cantobele has advantage on Wisdom (Perception) checks that rely on smell. [B][I]Magically Shielded. [/I][/B]The cantobele can’t be targeted by any divination magic or perceived through magical scrying sensors. [B][I]Pounce. [/I][/B]If the cantobele moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. [B][I]Protected Eyes.[/I][/B] The cantobele has advantage on saving throws to avoid being blinded. [B][I]Sure-Footed. [/I][/B]The cantobele has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. [B][U]Actions[/U] [I]Multiattack.[/I][/B] The cantobele makes five attacks: one with its bite and four with its claws. [B][I]Bite. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]5 (1d6+2) piercing damage. [B][I]Claws. [/I][/B][I]Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit: [/I]4 (1d4+2) slashing damage. [B][I]Cold Breath (Recharge 6).[/I][/B] The cantobele exhales a 30-foot cone of freezing wind and snow. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on failed save, or half as much damage on a success. A creature killed by this damage becomes a frozen statue until it thaws. [B][U]Bonus Actions[/U] [I]Opportune Bite.[/I][/B] The cantobele makes a bite attack against a prone creature. [B]Combat[/B] A cantobele prefers to lure a single traveler into ambush, then attacking with bite and claws. Against a large group, it starts out with its cold breath first. If bloodied, it will either flee, only to begin tracking the targets again and waiting for a better time to strike, or will attempt to bribe the targets with an item from its horde. [/QUOTE]
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