Blue Orange
Gone to Texas
They do have that feel, don't they?
Right then, we can have a mini-competition for folks to come up with quirky monsters to attach to aforesaid names - with quirks to make players confused...(rubs hands together fiendishly...)
Hmmm. . . This game could be fun. Here's what I've got:Another possibility is that some of them could be used as alternate or local names for pre-existing D&D monsters.
Derrodactyl | |||||
Armor Class 13 Hit Points 28 (4d8 +8) Speed 20 ft, fly 60 ft. | |||||
STR 16 (+3) | DEX 12 (+1) | CON 14 (+2) | INT 10 (+0) | WIS 5 (-3) | CHA 7 (-3) |
Saving Throws Dex +1, Con +2, Wis -3 Skills perception +5 Damage resistances bludgeoning, slashing Senses darkvision 120 ft., passive Perception 7 Languages understands dwarvish, undercommon but can’t speak Challenge CR 2 (450 xp) | |||||
Magic resistance. A derrodactyl inherits this from derro - it has advantage on saving throws against spells and other magical effects. Sunlight sensitivity: While in sunlight, a derrodactyl has disadvantage on attack, as well as wisdom (perception) checks that rely on sight. Spellcasting: each turn, the derrodactyl gains the opportunity to use a random cantrip, if they so want. Charisma is their spellcasting ability (DC 7) Tough leathery hide: Derrodactyls have tough hides - resist nonmagical bludgeoning and slashing (but no piercing) weapons. | |||||
ACTIONS | |||||
Multiattack. The derrodactyl attacks with talons and beak. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. | |||||