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Monsters

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.