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Coral Capuchin
AC 16
commonAmphibiousBeast
Lvl 1AmphibiousBeast
- AC
- 16
- HP
- 20
- Perc
- +8
- Fort
- +4
- Ref
- +9
- Will
- +8
- STR
- +0
- DEX
- +4
- CON
- +1
- INT
- -2
- WIS
- +3
- CHA
- +1
Speed25 ft, fly 15 ft, swim 15 ft, climb 15 ft
Actions
- jaws +9 1d8 piercing
- AC
- 16
- HP
- 20
- STR
- +0
- DEX
- +4
- CON
- +1
- INT
- -2
- WIS
- +3
- CHA
- +1
AC 16
Fort +4
Ref +9
Will +8
HP 20
Speed 25 feet, climb 15 feet, fly 15 feet, swim 15 feet
Melee
[Single Action]
jaws +9 (Agile, Finesse),
Damage 1d8 piercing plus capuchin's curse
Capuchin's Curse (Curse, Divine, Transmutation) If a capuchin damages a creature with its jaws Strike, the creature gains both a blessing and a curse that last for 1d6 hours. While the blessing doubles the amount of time that the affected creature can hold its breath, the curse imposes a quickened version of the capuchin's moisture dependency, taking 1d6 damage every 10 minutes they go without water. A cursed creature can fully immerse itself in water as a 3-action activity to attempt a DC 17 Fortitude save, ending both the blessing and the curse on a success.