Charge. If the baphen moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Keen Hearing and Smell. The baphen has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) bludgeoning damage.
Stampede. A frightened herd of Baphen flees as a group in a random direction (but always away from the perceived source of danger). They run over anything of Large size or smaller that gets in their way. Any creature in the area of effect takes 1d12 points of bludgeoning damage and is knocked prone unless they succeed on a Dexterity saving throw DC12.
This massive four legged creature grazes contentedly on wild grasses. It has a large shark like head pointed towards it's snout. Two small horns protrude from large pink speckled moist nostrils. A single great horn protrudes from the top of its' nose. The creatures head is dark grey and surrounded by a great shaggy deep green mane of silken hairs. The muscular body is the creature is green and black in a striped pattern like a Bengal tiger. Its tail is a long slender prehensile tube used primarily for drinking and reaching tall vegetation.
These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting. A Baphen stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds.
Baphen is pronounced 'Baff-en'.
Trampling Charge. If the bull baphen moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Keen Hearing and Smell. The bull baphen has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one prone creature. Hit: 31 (4d10 + 10) bludgeoning damage.
This is a huge four legged creature that grazes watchfully on wild grasses. It has a large shark like head pointed towards it's snout. Two small horns protrude from large pink speckled moist nostrils. A single great horn protrudes from the top of its' nose. The creatures head is dark grey and surrounded by a great shaggy deep green mane of silken hairs. The muscular body is the creature is green and black in a striped pattern like a Bengal tiger. It's tail is a long muscular limb covered in horn spikes and looks dangerous.
Massive herbivores of temperate lands, Bull Baphen’s are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden by particularly skillful or foolhardy tribes of the Storm Coast. This entry describes an Alpha male Bull Baphen. Younger male Bull Baphen are slightly smaller and weaker (Strength 28), but more readily trained (Wisdom 15). A Bull Baphen stands between 10 feet and 13 feet tall at the shoulder and is 20 to 30 feet long. It weighs 7,000 to 13,200 pounds.
Large beast, unaligned
Armor Class 12 (Natural Armor)
Hit Points 51 (6d10 + 18)
Speed 40 ft.
STR 21 (+5), DEX 10 (+0), CON 16 (+3), INT 2 (-4), WIS 13 (+1), CHA 7 (-2)
Saving Throws STR +7
Skills Intimidation +9, Perception +3
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Exhaustion, Frightened
Senses Passive Perception 13
Challenge 3 (700 XP)
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Drugged up on Slam. The bear has advantage on strength ability checks and saving throws. The bear has resistance to sleep damage from the sleep spell. The bear does an additional 3 points of damage on melee attacks (this bonus is already included the combat statistics).
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 8) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 8) slashing damage.
Relentless. When the bear is reduced to 0 hit points it takes one final Multiattack action before it goes unconscious.
Huge beast, unaligned
Armor Class 15 (Crab Chitin)
Hit Points 90 (12d12 + 12)
Speed 0 ft., swim 60 ft.
STR 19 (+4), DEX 10 (+0), CON 13 (+1), INT 3 (-4), WIS 12 (+1), CHA 7 (-2)
Saving Throws WIS +3
Skills Perception +4
Condition Immunities Charmed, Frightened
Senses Blindsight 120 ft., Passive Perception 14
Languages Aquan -- cannot speak, read or write
Challenge 4 (1,100 XP)
Echolocation. The whale can't use its blindsight while deafened.
Hold Breath. The whale can hold its breath for 30 minutes.
Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.
Bonded. Will is bonded to Setesh Anemos Trask. He understands what Anemos want without needing to be told and does everything in his power to do that regardless of the consequences. Anemos and Will can sense each other's location anywhere on the same plane.
Gets It. Will wants Anemos to look as impressive as possible at all times.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
Familiar (1/day). Anemos can force Caleb's familiar to merge with Will. For one hour Will and Anemos are treated as master and familiar as per the Find Familiar spell. Caleb may not use or summon his familiar during his time.
Shared Wrath. If Will is damaged by an enemy he can trigger Anemos Wrath of the Storm abilility
Setesh Anemos Trask III seized Killer Will from the Fanged Maw sahuagin army. He spent many days training with it before casting a ritual to make him his bonded mount. This required slaying a Huge Giant Crab and performing rituals over two days with this ally Caleb Beltorc. To complete the rituals, he sacrificed a giant topaz pearl, a powerful war horse and part of Caleb's familiar. He forced many priests to participate. Uisce was pleased and Byron Kelvin Joy delivered her blessing. This has made the bond with Killer Will extremely powerful. He cannot be turned against his master.