Page 9 - Dragonix - DM Options Monster Talents v1.01
P. 9
The ankheg bursts out from underneath its victims. become restrained until the end of the azer's next
This sprays rock and dirt into the air and causes the turn.
ground around it to shake violently. Each creature
standing within that 20-foot cube area centered
on the ankheg must make a DC 13 Strength saving Hurl Flame
throw. A creature takes 11 (2d10) bludgeoning Type: Action.
damage and is knocked prone on a failed save, or
The azer can use Hurl Flame.
half as much damage and isn't knocked prone on
a successful one. Additionally, the ground in that Hurl Flame. Ranged Spell Attack: +5 to hit, range
area becomes difficult terrain until cleared. Each 60 ft., one target. Hit: 4 (1d8) fire damage. If the
5-foot-square portion of the area requires at least target is a flammable object that isn't being worn or
one minute to clear by hand. carried, it also catches fire.
Spiked Carapace Improved Heated Weapons
Type: Trait. Type: Trait.
A creature that hits the ankheg with a melee attack The fire damage dealt by the Azer's weapon is
while within 5 feet of it takes 3 (1d6) piercing increased by 3 (1d6).
damage.
Vitriolic Acid Spray Banshee
Type: Trait.
The banshee (CR 4) can have 2 talents.
If a creature fails its saving throw against the
ankheg's acid spray, it takes 7 (2d6) acid damage at
the start of ankheg's next turn. Deathly Whispers (3/day)
Type: Action.
The banshee whispers a baleful melody that only
one creature of its choice within 30 feet can hear,
Azer wracking it with terrible pain and grief. The target
must make a DC 13 Wisdom saving throw. On a
The azer (CR 2) can have 1 talent. failed save, it takes 10 (3d6) psychic damage and
must immediately use its reaction, if available,
to move as far as its speed allows away from the
Aura of Fire banshee. The creature doesn't move into obviously
Type: Trait. dangerous ground, such as a fire or a pit. On a
successful save, the target takes half as much
A creature that starts its turn within 5 feet of the
damage and doesn't have to move away. A deafened
Azer takes 5 (1d10) fire damage.
creature automatically succeeds on the save.
Chains of Flame (Recharge 6)
Groaning Spirit
Type: Action.
Type: Trait.
The azer can use Chains of Flame.
The Banshee produces and maintains a series
Chains of Flame. Ranged Melee Attack: +5 to hit, of eerie, mournful groans and cries that can be
range 10 ft., one target. Hit: 6 (1d6+3) bludgeoning heard up to 120 feet. A creature that can hear it
damage and 3 (1d6) fire damage and the target and is concentrating on a spell must make a DC 13
must succeed on a DC 13 Strength saving throw or Constitution saving throw each turn to maintain
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