Waterkledde
Large Fiend chaotic evil
- Armor Class: 14 (natural armor)
- Hit Points: 123 (13d10+52)
- Speed: walk 40 ft. fly 40 ft. swim 40 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: Tome of Beasts 3, page 390
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 19 (+4) |
15 (+2) |
18 (+4) |
10 (+0) |
12 (+1) |
14 (+2) |
- Saving Throws: Cha +5
- Skills: perception +1
- Damage Resistances: cold; nonmagic B/P/S attacks
- Senses: darkvision 60', passive Perception 11
- Languages: Common
Special Abilities
- Hold Breath: Can hold its breath for 15 min.
Actions
- Multiattack: One Bite and two Claws. If it hits one Med or smaller creature with both Claws the waterkledde latches onto creature with its Beak and target is grappled (escape DC 15). Until this grapple ends target is restrained waterkledde can automatically hit target with its Beak and waterkledde can't make Beak attacks vs. other targets.
- Beak: Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) piercing damage.
- Claw: Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) slashing damage.
- Frightening Call (Recharge 5-6): Screeches “Kludde! Kledde! Kleure!” in a 30' cone. Each creature in that area: 22 (5d8) psychic and frightened 1 min (DC 15 Wis half damage not frightened). Frightened creature can re-save at end of each of its turns success ends effect on itself.
Bonus Actions
- Change Shape: Magically transforms into a Small or Med Beast or back into its true fiendish form. Without wings it loses its flying speed. Its statistics other than its size and speed are the same in each form. No matter the form its eyes are always an unnatural green. Any equipment it is wearing or carrying isn't transformed. Reverts on death.
- Supernatural Speed: Takes Dash or Disengage.
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