Page 123 - Dragonix - DM Options Monster Talents v1.01
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Extended Slam
        it must make a DC 11 Wisdom saving throw.  On
        a failure, the creature can't take reactions or        Type: Trait.
        maintain concentration until the end of its next
                                                               The reach of the shambling mound's slam attack is
        turn.  On its turn, the target can't move, and it uses   increased to 10 feet.
        its action to make a melee or ranged attack against
        a randomly determined creature within range. If
        the target can't attack, it does nothing on its turn.    Malleable Hide
        At the end of the creature's turn, the effect ends.    Type: Trait.

                                                               The shambling mound is resistant to bludgeoning
        Paralyzing Claw                                        damage.

        Type: Trait.

        A creature is paralyzed while frightened by the        Poisonous Spores
        scarecrow's claw attack.
                                                               Type: Trait.

                                                               A creature hostile to the shambling mound that
                                                               starts its turn within 20 feet of the shambling
                                                               mound must make a DC 14 Constitution saving
        Shadow                                                 throw or become poisoned for 1 minute.

        The shadow (CR 1/2) can have 1 talent.

                                                               Poisonous Touch
                                                               Type: Trait.

        Fade into Shadow (1/day)                               The shambling mound's melee weapon attacks deal
                                                               an extra 7 (2d6) poison damage.
        Type: Reaction.
        When in dim light or darkness and a creature the
        shadow can see targets the shadow with an attack,      Regeneration
        the shadow can use its reaction to take the Hide
                                                               Type: Trait.
        action.
                                                               The shambling mound regains 10 hit points at the
                                                               start of its turn if it has at least 1 hit point and is
        Shadow Shift (1/day)                                   touching the earth.  lf the shambling mound takes
                                                               fire damage, this trait doesn't function at the start
        Type: Action.
                                                               of the shambling mound's next turn.
        When in in dim Iight or darkness, the shadow can
        take a bonus action to teleport up to 60 feet to
        an unoccupied space it can see that is also in dim     Swift Creeper
        light or darkness. After doing so, the shadow has
                                                               Type: Trait.
        advantage on the first melee attack it makes before
                                                               The shambling mound's speed is increased by 10
        the end of the turn.
                                                               feet.




        Shambling Mound                                        Shield Guardian


        The shambling mound (CR 5) can have 2 talents.
                                                               The shield guardian (CR 7) can have 3 talents.




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