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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