Page 185 - Volo's Guide to Monsters
P. 185

reach 5 ft., one target. Hit: 9 (2d8)  necrotic damage.
                                                           triggering its Corrupted Carrier trait.
                                                                                                             Touch of  the White Hand.  Melee Weapon Attack: +3 to hit,
                                                           Corrupted V engeance. The ore reduces itself to O  hit points,
                                                                                                             ACTIONS
                                                           Hit: 4 (ld4 + 2)  slashing damage plus 2 (ld4)  necrotic damage.
                                                           Claws.  Melee Weapon Attack: +4 to hit,  reach 5 ft., one target.
                                                                                                             2nd level  (3  slots): blindness/deafness, silence
                                                           ACTIONS
                                                                                                            from  evil and good
                                                                                                             l st level  (4 slots): bane, detect magic, inflict wounds, protection
                                                           throws against poison and disease.
                                                                                                             Cantrips (at-will): guidance, mending, resistance, thaumaturgy
                                                           Nurtured One of  Yurtrus. The ore has advantage on saving
                                                                                                             ore has the following cleric spells prepared:
                                                           hit points.
                                                                                                             tacks). It requires no verbal components to cast its spells. The
                                                           success. While poisoned by this effect, a creature can't regain
                                                                                                             ability is Wisdom  (spell save DC 12, +4 to hit with spell at-
                                                           at the end of each of its turn, ending the effect on itself on a
                                                                                                             Spellcasting. The ore is a 4th-level spellcaster. Its spellcasting
                                                           soned. A creature poisoned by this effect can repeat the save
                                                                                                             toward a hostile creature that it can see.
                                                           success, the creature takes half as much damage and isn't poi-
                                                                                                             Aggressive. As a bonus action, the ore can move up to its speed
                                                           takes 14 (4d6)  poison damage and becomes poisoned. On a
                                                           13 Constitution saving throw. On a failed save, the creature
                                                           explodes, and any creature within 10 feet of it  must make a DC
                                                                                                             Challenge 2 (450 XP) '
                                                            Corrupted Carrier. When the ore is reduced to O  hit points, it
                                                                                                             Languages understands Common and Ore but can't speak
                                                                                                             Senses darkvision 60 ft.,  passive Perception 12
                                                            toward a hostile creature that it can see.
                                                                                                             Skills Arcana +2,  Intimidation +1,  Medicine +4, Religion +2
                                                            Aggressive. As a bonus action, the ore can  move up to its speed
                                                                       9 (-1)
                                                                                      11  (+O)
                                                                                             16 (+3)
                                                                                                     11  (+O)
                                                                                                            12 (+1)
                                                                               14 (+2)
                                                                              WIS
                                                            Challenge 1/2 (100 XP)
                                                                                     INT
                                                                                             CON
                                                                                                    DEX
                                                                      CHA
                                                                                                           STR
                                                           Languages Common, Ore
                                                            Senses darkvision 60 ft.,  passive Perception 10
                                                                                                             Speed 30 ft.
                                                                                                             Hit Points 30 (4d8 + 12)
                                                  8 (-1)
                                           16 (+3)
                     7 (-2)
                             11  (+O)
                                                          15  (+2)
                                   7 (-2)
                                                                                                             Armor Class 12 (hide armor)
                                   INT
                                           CON
                            WIS
                     CHA
                                                  DEX
                                                         STR
                                                                                                             Medium humanoid (ore), chaotic evil
                                                            Speed 30 ft.
                                                                                                             0RC HAND OF YURTRUS
                                                           Hit Points 30  (4d8 + 12)
                                                            Armor Class 9
                                                           Medium humanoid (ore),  chaotic evil
                                                           0RC NURTURED  ONE OF YURTRUS
                                              r::{ SGES#
                                                        4 '
                            i#  &
                               ¥
                                                             g;~ -
                                      · - ~  &
                                                   s
                                                            Cave Mother's magic to heal, protect, and curse.
                                                            disciples are the claws of Luthic, which can use the
                                                            in the healing arts. The most powerful among Luthic's
                                                            guarantee the survival of the tribe, and most are skilled
                                                            fying and maintaining an ore stronghold. They help to
                                                          Ore females devoted to Luthic are in charge of forti-
                                                            much as Luthic uses her own.
                                                            lacquer them, learnirtg to use these claws as weapons
                                                            particularly attracted to Luthic grow long nails and
                                                            females raise such bears alongside ore whelps. Females
                                                            cious and strong. Her symbol is the cave bear, and ore
                                                            the darkness who raises new broods of ores to be vi-
                                                            to all ores. She is the Cave Mother, a fierce dweller in
                                                            Luthic is Gruumsh's wife and the paragon of maternity
                                                            0RC CLAW OF LUTHIC
                                                            warriors to work together against their adversaries.
                                                            orcish ferocity to best advantage, and helps the ordinary
                                                            ing orders at lesser soldiers. A blade knows how to use
                                                            from the front, wading into combat fearlessly while bark-
                                                            who advise their chief in matters of war. Blades lead
                                                            and rise to become known as blades, tactical experts
                                                          The wisest among these leaders gain Ilneval's favor
   180   181   182   183   184   185   186   187   188   189   190