Mountain Strider
Large Monstrosity chaotic neutral
- Armor Class: 12
- Hit Points: 34 (4d10+12)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 1 (200 XP)
- Source: Tome of Beasts 2, page 261
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
14 (+2) |
17 (+3) |
8 (-1) |
14 (+2) |
9 (-1) |
- Skills: survival +4
- Damage Resistances: cold
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Common
Special Abilities
- Charge: If the mountain strider moves at least 15 feet straight toward a target and then hits it with a headbutt attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the mountain strider and knocked prone.
- Sure-Footed: The mountain strider has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
- Headbutt: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
- Spear: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
- Thunderous Bleat (Recharge 6): The mountain strider releases a loud bleat in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one.
Reactions
- Revenge for the Fallen: When an ally the mountain strider can see is reduced to 0 hp within 30 feet of the mountain strider, the strider can move up to half its speed and make a headbutt attack.
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