The Peering Eye

Baphen

Large beast, unaligned
Armor Class 12 (Natural Armor)
Hit Points 45 (6d10 + 12)
Speed 40 ft.
STR 22 (+6), DEX, 10 (+0), CON 15 (+2), INT 2 (-4), WIS 12 (+1), CHA 6 (-2)
Skills Perception +5
Senses Darkvision 60, Passive Perception 15
Languages --
Challenge 2 (450 XP)
 

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.

 

Actions

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.

Description

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'.

https://www.dndbeyond.com/monsters/412143-baphen

Bull Baphen

Huge beast, unaligned
Armor Class 14 (Natural Armor)
Hit Points 126 (11d12 + 55)
Speed 40 ft.
STR 30 (+10), DEX 10 (+0), CON 21 (+5), INT 2 (-5), WIS 13 (+1), CHA 7 (-2)
Skills Perception +7
Senses Darkvision 60, Passive Perception 17
Languages --
Challenge 7 (2,900 XP)

 

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.

Actions

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.

Description

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.

https://www.dndbeyond.com/monsters/412161-bull-baphen

Gregor The Raging Bear

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

Languages --

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).

 

Actions

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.

 

Reactions

Relentless. When the bear is reduced to 0 hit points it takes one final Multiattack action before it goes unconscious.

Killer Will

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. 

 

Actions

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.

 

Reactions

Shared Wrath. If Will is damaged by an enemy he can trigger Anemos Wrath of the Storm abilility

 

Description

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.

Giant Mountain Goat

Large Beast, Unaligned

Armor Class 14 (hide)

Hit Points 26 (4d8 + 8)

Speed 50 ft., climb 40 ft.

STR 18 (+4), DEX 14 (+2), CON 14 (+2), INT 2 (-4), WIS 10 (+0), CHA 5 (-3)

Saving Throws DEX +4

Skills Athletics +6

Damage Resistances Cold

Senses Passive Perception 10

Languages --

Challenge 1/2 (100 XP)

Proficiency Bonus +2

 

Charge. If the goat moves at least 10 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed back 10 feet and be knocked prone.

Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. The goat ignores difficult terrain.

Running Leap. With a 10-foot running start, the goat can long jump up to 25 feet.

Omnivore. The goat can eat anything.

 

Actions

Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 4) bludgeoning damage.

 

Description

Giant mountain goats are found in the shifting valley in the Duchy of Peaks and on the slopes of mount Thrandul, their thick fur and layers of body fat protecting them from the extreme cold. They are expert climbers, able to leap and bound up sheer slopes.

Their thick, soft wool is extremely tough and sells for extremely high prices. It is extremely rare, and it is used in both fine tailoring of noble clothing and in the crafting of magical items. Giant goats can be white, sky blue or striped. Their bellies are often blue to hide them against the sky when viewed by predators below them.

Mountain goats are territorial but easily placated with offerings of food. Their stubbornness makes them difficult to domesticate. Giant mountain goats do not survive for long outside their mountain homes.