Psychoraptor (5e Creature)

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Psychoraptor

Medium aberration, lawful evil


Armor Class 13
Hit Points 27 (6d8)
Speed 50 ft.


STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 10 (+0) 14 (+2) 13 (+1) 8 (-1)

Saving Throws Dex +5, Int +4
Skills Arcana +4, Perception +3, Stealth +5
Damage Resistances psychic
Senses darkvision 60 ft.; passive Perception 13
Languages Deep Speech; telepathy 120 ft.
Challenge 1 (200 XP)


Innate Spellcasting (Psionics). The psychosaur’s spellcasting ability is Intelligence (spell saving throw DC 12). It can innately cast the following spells, requiring no material components:
At will: detect thoughts
3/day: hunter’s mark

Pack Tactics. The psychosaur has advantage on an attack roll against a creature if at least one of the psychosaur's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the psychosaur moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the psychosaur can make one bite attack against it as a bonus action.

Psychic Weapons. The psychosaur’s natural weapons are magical. On a hit, they inflict an extra 5 (2d4) psychic damage as shown in the entries below.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage or 11 (1d8 + 3 plus 1d6) piercing damage with hunter's mark, and 5 (2d4) psychic damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage or 10 (1d6 + 3 plus 1d6) piercing damage with hunter's mark, and 5 (2d4) psychic damage.


Easily the weakest and most numerous breed of psychosaur, psychoraptors were bred from velociraptors to serve as monitors and trackers of the mind flayers’ slaves. Their psychic powers allow them to probe the surface layers of a person’s mind for seditious thoughts, and to telepathically track down any slave that tries to escape.


See Also


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