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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