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View Full Version : D&D 5e/Next Summonable Fey and Mesozoic Beasts (PEACH)



sandmote
2019-08-11, 02:34 PM
This page on the Homebrewery (https://homebrewery.naturalcrit.com/share/rk725GhhmS)

A number of creatures for use with the Conjure Woodland Beings and Conjure Fey spells. Several of the beasts are options for a Druid's Wild shape, including some aquatic ones for Moon Druids.

Medium fey, chaotic neutral

Armor Class 13 (Natural Armor)
Hit Points 36 (8d8)
Speed 25 ft., swim 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 10 (+0) 8 (-1) 7 (-2) 5 (-3)

Skills Intimidation +1, Perception +0
Damage Resistances Bludgeoning, Cold, Fire, Slashing
Senses darkvision 60 ft., passive Perception 10
Languages Elvish, Sylvan
Challenge 1 (200 XP)

Amphibious. The arragouset can breathe air and water.

Shrieking Fury. The arragouset's weapon attacks are magical. When the arragouset hits with any weapon, the weapon deals an extra 1d8 psychic damage (included in the attack).

Actions
Greatclub. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) bludgeoning plus 4 (1d8) psychic damage

Trident. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) psychic damage or 6 (1d8 + 2) piercing damage plus 4 (1d8) psychic damage if wielding with two hands. An aquatic option for Conjure Woodland Beings

Medium fey, chaotic neutral

Armor Class 13 (Natural Armor)
Hit Points 68 (9d8+27)
Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 8 (-1) 13 (+1) 12 (+1)

Skills Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan
Challenge 2 (450 XP)

Devour Nightmare. The baku can eat the nightmares of a single creature that is either asleep or trancing and has been affected by the dream spell or another ability preventing the benefits of a short or long rest. If the baku spends 1 minute touching the creature, it gains the benefits of the rest as normal and takes no damage from the effect. Additionally, the baku gains enough sustenance to last it one day.

Innate Spellcasting. The baku's innate spellcasting ability is Wisdom (spell save DC 14). The baku can innately cast the following spells, requiring no material components:

At will: friends, misty step

1/day each: dimension door, dream

Actions
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage Can be summoned with a 4th level spell slot to counteract a 5th level spell slot, although the party would want to stagger the caster's long rest in order to summon this creature at the end of their rest.

Dinosaurs:

Tiny beast, unalighned

Armor Class 12 (natural armor)
Hit Points 1 (1d4-1)
Speed 40 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
2 (-4) 12 (+1) 8 (-1) 1 (-5) 14 (+2) 3 (-4)

Skills Perception +6, Stealth +3
Senses Tremorsense 30 ft., Darkvision 30 ft., passive Perception 16
Languages —
Challenge 0 (10 XP)

Keen Hearing and Sight. The shuvuuia has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 1 piercing damage.Meant to be an option for the Find Familiar spell.

Huge beast, unalighned

Armor Class 13 (natural armor)
Hit Points 114 (12d12+36)
Speed 30 ft., 30 ft. swim

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 3 (-4) 13 (+1) 5 (-3)

Skills Intimidation +1, Perception +3, Stealth +3
Senses Darkvision 120 ft., passive Perception 13
Languages —
Challenge 3 (700 XP)

Keen Sight and Smell. The spinosaurus has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 17 (2d12+4) piercing damage. A semiaquatic option for moon druids.

Huge beast, unalighned

Armor Class 14 (natural armor)
Hit Points 105 (10d12+40)
Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 18 (+4) 2 (-4) 11 (+0) 3 (-4)

Senses passive Perception 10
Languages —
Challenge 5 (1,800 XP)

Relentless (Recharges after a Short or Long Rest). If the therizionsaurus takes 16 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions
Multiattack. The therozinosaurus makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 12 (3d4+5) slashing damage.

Reactions
Returning Strike. When hit by an attack from a creature within 10 feet, the Therizinosaurus can make one claw attack against the creature that hit it as a reaction.

Large fey (shapechanger), neutral evil

Armor Class 14 (Natural Armor)
Hit Points 98 (13d10+26)
Speed 60 ft., swim 30 ft. (30 ft. in humanoid form)

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 15 (+2) 13 (+1) 12 (+1) 13 (+1)

Skills Athletics +8, Perception +4
Damage Resistances cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Senses darkvision 60 ft., passive Perception 14
Languages Aquan, Common, Sylvan
Challenge 6 (2,300 XP)

Amphibious. The each uisge can breathe air and water.

Shapechanger. The each uisge can use its action to polymorph into a humanoid or into a horse, or back into its true form, which is a humanoid-horse hybrid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed, although it does appear clothed in humanoid form. It reverts to its true form if it dies.

Sticky Skin. As a bonus action, the each uisge can attempt to grapple a creature touching it. On a sucessful grapple, the target is also restained by the each uisge. Additionally, the each uisge counts as one size larger for the purposes of moving a grappled creature.

Actions
Multiattack. The each uisge makes two attacks with its hooves

Hooves (Horse or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage

Club (Human Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 (1d4 + 5) bludgeoning damage Stronger than the tarhb uisge, but morel likely to attack the party is they lose concentration on Conjure Fey.

Large fey, neutral

Armor Class 15 (Natural Armor)
Hit Points 72 (11d8+22)
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 12 (+1) 10 (+1) 12 (+1) 18 (+4)

Skills Intimidation +6, Perception +3
Damage Resistances cold, necrotic; bludgeoning, piercing, slashing from nonmagical attacks
Senses darkvision 120, passive Perception 15
Languages Auran, Common, Sylvan
Challenge 3 (700 XP)

Magic Resistance. The itsumade has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The itsumade's spellcasting ability is Charisma (spell save DC 14). The itsumade can innately cast the following spells, requiring only verbal components:

At will: cause fear

3/day each: fear

Actions
Multiattack. The itsumade makes two attacks with its claws

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage

Reactions
Incite Fear. When another creature moves within range of the itsumade's darkvision, the itsumade can use its reaction to force that creature to make a DC 14 wisdom saving throw or be frightened for 1 round. A utility option for Conjure Fey, fearing enemies for the party.

Medium fey (shapechanger), neutral

Armor Class 16 (Natural Armor)
Hit Points 65 (10d8+20)
Speed 25 ft., swim 25 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 9 (-1) 13 (+1) 7 (-2)

Skills Athletics +6, Nature +3, Perception +3
Damage Resistances cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Senses darkvision 60 ft., passive Perception 13
Languages Aquan, Common, Sylvan
Challenge 2 (450 XP)

Amphibious. The kappa can breathe air and water.

Rain Dish. The kappa must carry water from its home in the depression in its head. If the Kappa is grappled or the area it is in is engulfed in flame (such as from the fireball spell or a dragon's breath) the kappa's water spills out and it becomes poisoned until the water is replaced.

Wrestler. The kappa has advantage on athletics (Strength) and acrobatics (Dexterity) that involve grappling.

Actions
Multiattack. The kappa makes two attacks with its claws.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage Good a restraining, and low enough CR for Conjure Woodland Beings.

Medium fey, Chaotic Neutral

Armor Class 16 (Chain mail)
Hit Points 45 (10d8)
Speed 30 ft. (fly 30 ft. (hover) head)

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 10 (+0) 10 (+0) 12 (+1) 8 (-1)

Skills Perception +3
Senses truesight 10 ft., passive Perception 16
Languages Sylvan
Challenge 1/2 (100 XP)

Headless. The kukekubi's head is not attached to its body. Its senses (other than touch) are based on the location of the head, which the kukekubi can carry in one hand.

Actions
Spirit Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d6 + 1) bludgeoning damage plus 3 (1d6) necrotic damageDullahan link (although those didn't make it in here):
Variant: Flameneck Kukekubi
Some kukekubi have magical flames erupting from where their necks should be. A creature that touches a flameneck kukekubi or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Flameneck kukekubi have a CR of 1

Lake Folk:

Medium fey, neutral good

Armor Class 20
Hit Points 135 (18d8+54)
Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 16 (+3) 14 (+2) 18 (+4) 22 (+6)

Skills History +5, Insight +6, Perception +6,
Senses truesight 60 ft., passive Perception 16
Languages Common, Elvish, Sylvan
Challenge 8 (3,900 XP)

Amphibious. The gwraig annwn can breathe air and water.

Innate Spellcasting. The gwraig annwn's spellcasting ability is Charisma (spell save DC 17). The gwraig annwn can innately cast the following spells, requiring only verbal components:

At will: animal messenger, control water, detect magic, detect poison and disease, shillelagh

3/day each: calm emotions, cure wounds, lesser restoration, misty step, zone of truth

1/day each: disguise self, lightning bolt, greater restoration

Shrieking Fury. The gwraig annwn's weapon attacks are magical. When the gwraig annwn hits with any weapon, the weapon deals an extra 9 (2d8) psychic damage (included in the attack).

Unearthly Grace. While the gwraig annwn is wearing no armor and wielding no shield, its AC includes its Charisma modifier.

Actions
Multiattack. The gwraig annwn makes two attacks with its quarterstaff.

Quarterstaff. Melee Weapon Attack: +4 to hit (+8 to hit with shillelagh), reach 5 ft., one target. Hit 4 (1d6 + 1) bludgeoning damage plus 9 (2d8) psychic damage or 8 (1d8 + 4) bludgeoning plus 9 (2d8) psychic damage with shillelagh. For upcasting Conjure Fey.

Medium fey, lawful good

Armor Class 22
Hit Points 179 (21d8+84)
Speed 45 ft., swim 45 ft.

STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 19 (+5) 17 (+3) 20 (+5) 26 (+8)

Skills History +5, Insight +6, Perception +6,
Senses truesight 60 ft., passive Perception 16
Languages Common, Elvish, Sylvan
Challenge 14 (11,500 XP)

Amphibious. The lady can breathe air and water.

Innate Spellcasting. The lady's spellcasting ability is Charisma (spell save DC 17). The lady can innately cast the following spells, requiring only verbal components:

At will: animal messenger, calm emotions, control water, detect magic, detect poison and disease, shillelagh, zone of truth

3/day each: cure wounds, disguise self, lesser restoration, misty step,

1/day each: destructive wave, glibness, greater restoration, wall of ice

Magic Resistance. The lady has advantage on saving throws against spells and other magical effects.

Shrieking Fury. The lady's weapon attacks are magical. When the lady hits with any weapon, the weapon deals an extra 13 (3d8) psychic damage (included in the attack).

Unearthly Grace. While the lady is wearing no armor and wielding no shield, its AC includes its Charisma modifier.

Actions
Multiattack. The lady makes two attacks with its quarterstaff.

Quarterstaff. Melee Weapon Attack: +6 to hit (+12 to hit with shillelagh), reach 5 ft., one target. Hit 5 (1d6 + 2) bludgeoning damage plus 13 (3d8) psychic damage or 12 (1d8 + 8) bludgeoning plus 13 (3d8) psychic damage with shillelagh. Too high CR to summon, included for thematic completeness.

Medium fey, Chaotic Neutral

Armor Class 16
Hit Points 45 (10d8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 17 (+3)

Skills Deception +5, Insight +4, Persusion +5
Senses truesight 60 ft., passive Perception 16
Languages Sylvan
Challenge 2 (450 XP)

Amphibious. The stromkarl can breathe air and water.

Master Musician. The stromkarl adds twice its proficiency bonus to any check it makes using an instrument.

Spellcasting. The stromkarl is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The stromkarl has following druid spells prepared:

Cantrips (at will): guidance, shillelagh

1st level (3 slots): comprehend languages, disguise self, fog cloud, cure wounds

Unearthly Grace. While the stromkarl is wearing no armor and wielding no shield, its AC includes its Charisma modifier.

Actions
Multiattack. The stromkarl makes two attacks with its club.

Quarterstaff. Melee Weapon Attack: +3 to hit (+5 to hit with shillelagh), reach 5 ft., one target. Hit 4 (1d6 + 1) bludgeoning damage or 7 (1d8 + 3) bludgeoning damage with shillelagh Also listed:
Master Teacher. If given a fine enough feast, a humanoid can spend 8 hours being taught to play a single instrument by the stromkarl. At the end of the 8 hours, the humanoid takes 1d12 slashing damage, and must make a DC 10 Constitution saving throw, as the stromkarl uses an instrument to shred their hand. On a successful save, the creature gains proficiency with the instrument. If this damage reduces the humanoid to zero hit points, it is stable.

Medium fey, chaotic evil

Armor Class 19
Hit Points 85 (13d8+26)
Speed 40 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 14 (+2) 17 (+3) 21 (+5)

Skills Deception +8, Perception +6,
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Sylvan
Challenge 7 (2,900 XP)

Innate Spellcasting. The lampad's spellcasting ability is Charisma (spell save DC 16). The lampad can innately cast the following spells, requiring only verbal components:

At will: shillelagh

3/day each: cure wounds, plant growth (as an action), misty step

1/day each: disguise self, hunger of hadar, lightning bolt

Shrieking Fury. The lampad's weapon attacks are magical. When the lampad hits with any weapon, the weapon deals an extra 9 (2d8) psychic damage (included in the attack).

Unearthly Grace. While the lampad is wearing no armor and wielding no shield, its AC includes its Charisma modifier.

Actions
Multiattack. The lampad makes two attacks with its quarterstaff.

Maddening Light. The lampad causes a torch or other light source it is holding to emit a burst of maddening energy. Every creature other than a fey or fiend within 20 feet of the lampad must make a DC 14 Wisdom saving throw or be frightened of the lampad for 1 minute. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success.

Quarterstaff. Melee Weapon Attack: +4 to hit (+8 to hit with shillelagh), reach 5 ft., one target. Hit 4 (1d6 + 1) bludgeoning damage plus 9 (2d8) psychic damage or 8 (1d8 + 4) bludgeoning plus 9 (2d8) psychic damage with shillelagh. Allows upcasting Conjure Fey for sturdier control abilities than an itsumade provides.

Marine Reptiles:

Huge beast, unalighned

Armor Class 13 (natural armor)
Hit Points 85 (10d12+20)
Speed 5 ft., 30 ft. swim

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 15 (+2) 2 (-4) 12 (+1) 3 (-4)

Skills Perception +3, Stealth +3
Senses Darkvision 30 ft., passive Perception 13
Languages —
Challenge 3 (700 XP)

Hold Breath. The elasmosaurus can hold its breath for 30 minutes.

Actions
Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit 16 (4d4+6) piercing damage. Aquatic option for moon druids.

Medium beast, unalighned

Armor Class 13
Hit Points 23
Speed 15 ft., 35 ft. swim

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +3
Senses Darkvision 30 ft., passive Perception 13
Languages —
Challenge 1/4 (50 XP)

Hold Breath. The hesperornis can hold its breath for 15 minutes.

Keen Sight. The hesperornis has advantage on Wisdom (Perception) checks that rely on sight.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 3 (1d6+1) piercing damage.

Large beast, unalighned

Armor Class 13 (natural armor)
Hit Points 85 (10d10+30)
Speed 0 ft., 60 ft. swim

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 17 (+3) 6 (-2) 14 (+2) 7 (-2)

Skills Perception +6, Stealth +5
Senses Darkvision 120 ft., passive Perception 13
Languages —
Challenge 1 (200 XP)

Hold Breath. The ichtheosaurus can hold its breath for 2 hours.

Keen Sight. The ictheosaurus has advantage on Wisdom (Perception) checks that rely on sight.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit 8 (2d6+1) piercing damage.

Gargantuan beast, unalighned

Armor Class 13 (natural armor)
Hit Points 175 (10d20+70)78
Speed 5 ft., 40 ft. swim

STR DEX CON INT WIS CHA
25 (+7) 11 (+0) 24 (+7) 4 (-3) 14 (+2) 3 (-4)

Skills Perception +5
Senses Darkvision 60 ft., passive Perception 15
Languages —
Challenge 8 (3,900 XP)

Hold Breath. The mosasaurus can hold its breath for 2 hours.

Actions
Multiattack. The mosasaurus can two attacks: one with its bite and one slam.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit 20 (3d8+7) piercing damage.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 14 (3d4+7) bludgeoning damage. Upcast Conjure Fey for an aquatic tank, particularly against enemies with magic or silvered wapons.

Medium beast, unalighned

Armor Class 13 (natural armor)
Hit Points 65 (10d8+20)
Speed 5 ft., 25 ft. swim

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 15 (+2) 2 (-4) 10 (+0) 4 (-3)

Senses passive Perception 13
Languages —
Challenge 1/2 (450 XP)

Hold Breath. The placodus can hold its breath for 30 minutes.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8+2) piercing damage.

Huge beast, unalighned

Armor Class 13 (natural armor)
Hit Points 105 (11d12+33)
Speed 5 ft., 50 ft. swim

STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 17 (+3) 4 (-3) 14 (+2) 3 (-4)

Skills Perception +5, Stealth +5
Senses Darkvision 60 ft., passive Perception 13
Languages —
Challenge 5 (1,800 XP)

Hold Breath. The pliosaurus can hold its breath for 1 hour.

Pounce. If the pliosaurus moves at least 30 ft. straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the pliosaurus can make one bite attack against it as a bonus action.

Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 19 (2d12+6) piercing damage. Aquatic option for moon druids.

Medium fey (shapechanger), neutral evil

Armor Class 15 (Natural Armor)
Hit Points 72 (11d8+22)
Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 12 (+1) 17 (+3) 12 (+1) 13 (+1)

Skills Deception +5, Perception +3, Persuasion +3
Senses darkvision 120, passive Perception 15
Languages Abyssal, Common, Sylvan
Challenge 3 (700 XP)

Magic Resistance. The nekomata has advantage on saving throws against spells and other magical effects.

Shapechanger. The nekomata can use its action to polymorph into a humanoid or into a cat, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed, although it does appear clothed in humanoid form. It reverts to its true form if it dies.

Spellcasting. The nekomata is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The nekomata has following wizard spells prepared:

Cantrips (at will): chill touch, frostbite, gust, message

1st level (4 slots): comprehend languages, expeditious retreat, ice knife

2nd level (3 slots): mind spike, see invisiblity

3rd level (3 slots): counterspell, nondetection

Actions
Multiattack. The nekomata makes two attacks with its claws

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage Cat Conjure Fey for 3 counterspells.

Medium fey, neutral good

Armor Class 13 (Leather Armor)
Hit Points 39 (7d8+7)
Speed 35 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

Skills Perception +3, Persuasion +4
Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 2 (450 XP)

Magic Resistance. The nunnehi has advantage on saving throws against spells and other magical effects.

Shrieking Fury. The nunnehi's weapon attacks are magical. When the nunnehi hits with any weapon, the weapon deals an extra 1d8 psychic damage (included in the attack).

Actions
Multiattack. The nunnehi makes two weapon attacks.

Handaxe. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 4 (1d8) psychic damage.

Invisibility. The nunnehi magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the nunnehi wears or carries is invisible with it.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) psychic damage. Option with Conjure Woodland Beings

Large fey (shapechanger), neutral good

Armor Class 14 (Natural Armor)
Hit Points 94 (11d10+33)
Speed 50 ft., swim 30 ft. (30 ft. in humanoid form)

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 17 (+3) 12 (+1) 15 (+2) 11 (+0)

Skills Insight +5, Perception +5
Damage Resistances cold, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Senses darkvision 60 ft., passive Perception 14
Languages Aquan, Common, Sylvan
Challenge 5 (1,800 XP)

Amphibious. The tarhb uisge can breathe air and water.

Cannibal Awareness. The tarhb uisge knows if a creature within 30 feet of it has eaten humanoid flesh in the last week. The tarhb uisge loses this ability if it eats any meat.

Shapechanger. The tarhb uisge can use its action to polymorph into a humanoid or into a horse, or back into its true form, which is a humanoid-bull hybrid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed, although it does appear clothed in humanoid form. It reverts to its true form if it dies.

Actions
Multiattack. The tarhb uisge makes two gore attacks

Gore (Bull or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage

Club (Human Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 (1d4 + 5) bludgeoning damage Marginally weaker than Each Uisge, but good instead of evil alignment. Can also sense cannibals.

Medium fey, chaotic good

Armor Class 12
Hit Points 72 (11d8+22)
Speed 25 ft., swim 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 2 (-4)

Skills Perception +3
Damage Resistances Bludgeoning, Cold, Fire, Slashing,
Senses darkvision 60 ft., passive Perception 13
Condition Immunities Poisoned
Languages Common, Sylvan
Challenge 4 (1,100 XP)

Innate Spellcasting. The urisk's spellcasting ability is Wisdom (spell save DC 16). The urisk can innately cast the following spells, requiring only verbal components:

1/day each: goodberry, protection from poison, stinking cloud

Powerful Stench. Any creature other than a urisk that starts its turn within 10 feet of the urisk must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. On a successful saving throw, the creature is immune to the stench of any urisk for 1 minute. A creature is immune to this effect if holds its

Actions
Multiattack. The urisk makes three attacks with its mace.

Mace. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 3 (1d6 + 2) bludgeoning plus 4 (1d8) psychic damage Poisons creatures in immediate vicinity.