Page 21 - Monster Manual Expanded III Dragonix
P. 21

Halimaw                                               straight toward a target and then hits it with its tusks on the same
                                                               turn, the target takes an extra 9 (2d8) slashing damage. If the target
         Medium humanoid (any race, shapechanger), chaotic evil  is a creature, it must succeed on a DC 14 Strength saving throw or be
                                                               knocked prone.
         Armor Class 13, 15 in Fiend Form
                                                               Keen Hearing and Smell. The halimaw has advantage on Wisdom
         Hit Points 90 (12d8 + 36)
                                                               (Perception) checks that rely on hearing or smell.
         Speed 30 ft., 40 ft. in Fiend Form, climb 30 ft. in Fiend Form
                                                               Actions
             STR           DEX           CON           INT           WIS           CHA   Multiattack. The halimaw makes two Dagger attacks (humanoid
                17 (+3)      16 (+3)       16 (+3)     10 (+0)      14 (+2)      16 (+3)  form) or three attacks: one with its Tusks and two with its Claws
                                                               (fiend form).
         Skills Deception +6, Intimidation +6, Stealth +6      Tusks (Fiend Form Only). Melee Weapon Attack: +6 to hit, reach 5
         Damage Resistances  bludgeoning, piercing, and slashing   ft., one target. Hit: 15 (2d8 + 6) slashing damage, and if the target is
           from nonmagical attacks that aren't made from a stingray barb  a creature, it must succeed on a DC 14 Constitution saving throw
         Senses darkvision 60 ft., passive Perception 12       against poison.  If the saving throw fails by 5 or more, the creature is
         Languages Common
                                                               reduced to 0 hit points, unless it is immune to poison. Otherwise, a
         Challenge 6 (2,300 XP)       Proficiency Bonus +3     creature takes 13 (3d8) poison damage on a failed save.
                                                               Claw. (Fiend Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft.,
         Shapechanger. At night, the halimaw can use its action to   one creature. Hit: 9 (1d6 + 6) slashing damage.
         polymorph into its Fiend Form or back into its true form, which is
                                                               Dagger (Humanoid Form Only). Melee or Ranged Weapon Attack:
         humanoid. In Fiend Form, the halimaw appears as a Large demonic
                                                               +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
         boar-humanoid hybrid.  Its statistics, other than its size, AC, Speed,
                                                               piercing damage.
         damage, and damage resistances, are the same in each form. It
         reverts to its true form at dawn or if it dies.  While transformed, the   Charm (3/Day). One humanoid the halimaw can see within 30 feet
         halimaw also gains the following features:            of it must succeed on a DC 14 Wisdom saving throw or be magically
                                                               charmed for 1 day. The charmed target obeys the halimaw's verbal
         •  The halimaw's creature type changes to fiend.
                                                               commands. If the target suffers any harm or receives a suicidal
         •  The halimaw has advantage on Strength and Dexterity checks
                                                               command, it can repeat the saving throw, ending the effect on a
           and Strength and Dexterity saving throws.
                                                               success. If the target successfully saves against the effect, or if the
         •  When it makes a melee weapon attack, the halimaw gains a +3
                                                               effect on it ends, the target is immune to this halimaw's Charm for
           bonus to the damage roll (included in the attack).
                                                               the next 24 hours.
         •  If the halimaw starts its turn within 10 feet of a pound of salt or
                                                                 The halimaw can have up to three targets charmed at a time. If it
           garlic, it becomes poisoned until the start of its next turn.
                                                               charms a fourth one, the effect on the first target ends.
         Charge (Fiend Form Only). If the halimaw moves at least 15 feet
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