Page 136 - Dragonix - DM Options Monster Talents v1.01
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Lunging Strike
        The water weird can use a Water Spout attack.
                                                               Type: Trait.
        Water Spout. Ranged Spell Attack: + 5 to hit, reach
        60 ft. (120 ft. if the target is underwater), one      If the wight has already moved up to its speed and
        creature. Hit: 12 (2d8 + 3) bludgeoning damage         an enemy creature the wight can see is within 10
        and the creature must make a DC 13 Strength            feet of the wight, it can take a bonus action to move
        saving throw or be pushed 5 feet and knocked           5 feet.  If the wight ends within 5 feet of the target
        prone.                                                 as a result of this action, it gains advantage on its
                                                               next attack made against the target this turn.


                                                               Parry
        Wight                                                  Type: Reaction.


        The wight (CR 3) can have 2 talents.                   The wight adds 3 to its AC against one melee attack
                                                               that would hit it. To do so, the wight must see the
                                                               attacker and be wielding a melee weapon.
        Frostfell Touched
                                                               Terrifying Glare
        Type: Trait.
                                                               Type: Action.
        The wight is immune to cold.  In addition, the wight
                                                               The wight targets one creature it can see within 30
        deals an extra 3 (1d6) cold damage with its melee
        weapon attacks.                                        feet of it. If the target can see the wight, the target
                                                               must succeed on a DC 12 Wisdom saving throw or
                                                               be magically frightened until the end of the wight's
                                                               next turn. The frightened target is paralyzed.
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