Page 207 - Monster Manual Expanded III Dragonix
P. 207

Skirmisher                                  Knight                                     Mage



         Pegataur Mage                                           Pegataur Skirmisher
         Large celestial, chaotic good                           Large celestial, chaotic good

         Armor Class 12 (15 with mage armor)                     Armor Class 15 (studded leather)
         Hit Points 75 (10d10 + 20)                              Hit Points 75 (10d10 + 20)
         Speed 50 ft., fly 90 ft.                                Speed 50 ft., fly 90 ft.
             STR           DEX           CON           INT           WIS           CHA   STR           DEX           CON           INT           WIS           CHA
                16 (+3)       15 (+2)      14 (+2)      16 (+3)      12 (+1)      14 (+2)          18 (+4)      17 (+3)      14 (+2)      10 (+0)      15 (+2)      13 (+1)

         Saving Throws Dex +5, Wis +4, Cha +5                    Saving Throws Dex +5, Wis +4, Cha +3
         Skills Arcana +6, Nature +6, Perception +4, Stealth +5  Skills Athletics +6, Perception +4, Stealth +5, Survival +4
         Senses darkvision 60 ft., passive Perception 14         Senses darkvision 60 ft., passive Perception 14
         Languages Celestial, Common, Elvish, Sylvan             Languages Celestial, Common, Elvish, Sylvan
         Challenge 6 (2,300 XP)       Proficiency Bonus +3       Challenge 4 (1,100 XP)       Proficiency Bonus +2
         Fey Ancestry. The pegataur has advantage on saving throws against   Fey Ancestry. The pegataur has advantage on saving throws against
         being charmed, and magic can’t put them to sleep.       being charmed, and magic can’t put them to sleep.
         Actions                                                 Skirmish Advantage. Once per turn, the pegataur gains advantage
                                                                 on its attack roll when it attacks while on a space that is at least 15
         Multiattack. The pegataur makes two attacks: one with its   feet away from where it started its turn.
         Quarterstaff and one with its Hooves.
                                                                 Actions
         Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
         Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning   Multiattack. The pegataur makes two attacks: one with its Pike and
         damage if used with two hands.                          one with its Hooves or two with its Longbow.
         Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:   Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9
         10 (2d6 + 3) bludgeoning damage.                        (1d10 + 4) piercing damage.
         Spellcasting. The pegataur is an 6th-level spellcaster. Its spellcasting   Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
         ability is Intelligence (spell save DC 14, +6 to hit with spell attacks).   11 (2d6 + 4) bludgeoning damage.
         It has the following wizard spells prepared:
                                                                 Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
         Cantrips (at will): mage hand, message, prestidigitation, ray of frost
                                                                 creature. Hit: 7 (1d8 + 3) piercing damage.
           (2d8)
         1st level (4 slots): mage armor, magic missile, shield   Reactions
         2nd level (3 slots): skywrite, snilloc's snowball swarm, warding wind
                                                                 Skirmisher. When an enemy the pegataur can see ends its turn
         3rd level (3 slots): dispel magic, fireball, haste
                                                                 within 5 feet of it, the pegataur can move up to half its speed. This
                                                                 movement doesn’t provoke opportunity attacks.
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