Page 133 - Dragonix - DM Options Monster Talents v1.01
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Unicorn
        burrow speed, the creature must make a DC 16
        Strength (Athletics) or DC 16 Dexterity (Acrobatics)   The unicorn (CR 5) can have 2 talents.
        ability check or be knocked prone.


                                                               Extra Legendary Action
        Hardened Carapace                                      Type: Trait.
        Type: Trait.
                                                               The unicorn can take 1 additional legendary action
        The umber hulk is resistant to piercing and            before the start of its next turn. The unicorn can
        slashing damage from nonmagical weapons that           retake this talent up to two additional times.  The
        aren't adamantine.                                     additional legendary action stacks.



        Rend                                                   Legendary Resistance (3/day)

        Type: Trait.                                           Type: Trait.
        If a creature is hit by both the umber hulk's claw     Talent Cost: 2 (Counts as 2 Talents).
        attacks in the same turn, it takes an extra 5 (2d4 +
                                                               If the unicorn fails a saving throw, it can choose to
        5) slashing damage.
                                                               succeed instead.

        Rising Burst (Recharge 6)                              Rear Kick
        Type: Action.
                                                               Type: Reaction.
        The umber hulk bursts out from underneath its
                                                               When a creature the unicorn can see and is within
        victims.  This sprays rock and dirt into the air and
                                                               5 feet of the unicorn targets the unicorn with a
        causes the ground around it to shake violently.
                                                               melee attack, the unicorn can use its reaction
        Each creature standing within that 20-foot cube
                                                               to immediately attack it with its hooves.  If the
        area centered on the umber hulk must make a
                                                               unicorn hits, the target must succeed on a DC 15
        DC 16 Strength saving throw. A creature takes 16
                                                               Strength check or be pushed up to 10 feet and be
        (3d10) bludgeoning damage and is knocked prone
                                                               knocked prone.
        on a failed save, or half as much damage and isn't
        knocked prone on a successful one.   Additionally,
        the ground in that area becomes difficult terrain      Stunning Charge
        until cleared. Each 5-foot-square portion of the area
                                                               Type: Trait.
        requires at least one minute to clear by hand.
                                                               A creature that is successfully knocked prone by
                                                               the charge attack feature of the unicorn is also
        Stench                                                 stunned until the end of the unicorn's next turn.
        Type: Trait.


        The umber hulk secretes extremely pungent oils
        from its glands that can overwhelm its foes' senses
        and cause nausea.  A creature that starts its turn
        within 5 feet of the umber hulk must succeed on        Vampire
        a DC 14 Constitution saving throw or be poisoned
        until the start of its next turn. On a successful
                                                               Vampire
        saving throw, the creature is immune to the umber
        hulk's Stench for 24 hours.
                                                               The vampire (CR 13) can have 5 talents.





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