Vesh's Holod-extras

by Vesh

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Vesh's Holod-Extras

Creature CR
Bonzami 12
Dinko 1/2
Dinko, Horde 3
Hanadak 6
Sand Demon 10
Taozin 8
Taozin, Ancient 15
Umrach 9

Bonzami

Huge beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
24 (+7) 3 (-4) 21 (+5) 4 (-3) 14 (+2) 7 (-2)

  • Saving Throws Con +9, Wis +6
  • Skills Athletics +11, Perception +6
  • Damage Resistances energy; kinetic from unenhanced weapons
  • Damage Immunities cold
  • Condition Immunities grappled, prone, restrained
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
  • Languages
  • Challenge 11 (7,200 XP)

Ground Disruptor. When the bonzami moves, it can choose to make the area it moves through difficult terrain. When it uses Inexorable Charge, it automatically makes the ground difficult terrain.

Snow Camouflage. The bonzami has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Unstoppable. Difficult terrain composed of ice, rocks, sand, or natural vegetation, living or dead, doesn’t cost the bonzami extra movement. Its speed can’t be reduced by any effect.

Actions

Multiattack. The bonzami makes two bite attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 33 (4d12+7) kinetic damage.

Inexorable Charge. If the bonzami moves at least 10 feet, it can then use this action to continue moving in a 40-foot line that is 15 feet wide. Each creature in this line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) kinetic damage and is knocked prone. On a success, a creature takes half the damage and isn’t knocked prone. The bonzami’s movement along this line doesn’t provoke opportunity attacks.


Dinko

Tiny beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 7 (3d4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 18 (+4) 10 (+0) 1 (-5) 12 (+1) 8 (-1)

  • Saving Throws Dex +6
  • Skills Perception +3, Stealth +6
  • Condition Immunities paralyzed, poisoned
  • Senses passive Perception 13
  • Challenge 1/2 (100 XP)

Stench. Any creature other than a dinko that starts its turn within 5 feet of the dinko must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all dinko for 1 hour.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) kinetic damage plus 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be paralyzed until the start of the dinko's next turn.

Toxic Spray (Recharge 5-6). The dinko spits poisonous liquid in a 10 foot cone in front of it. Each creature in the area must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage and be poisoned for 1 minute. On a successful save, a creature takes half damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of their turn, ending the effect on a success. A creature that succeeds on the saving throw is immune to being poisoned in this way again for 24 hours.


Dinko Horde

Medium swarm of tiny beasts, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 54 (12d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 18 (+4) 10 (+0) 1 (-5) 12 (+1) 8 (-1)

  • Saving Throws Dex +6
  • Skills Perception +3, Stealth +7
  • Condition Immunities grappled, paralyzed, poisoned, restrained
  • Senses passive Perception 13
  • Challenge 3 (700 XP)

Stench. Any creature other than a dinko that starts its turn within 5 feet of the dinko must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all dinko for 1 hour.

Swarm. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Tiny dinko. The horde can't regain hit points or gain temporary hit points.

Actions

Multiattack. The dinko horde makes four bite attacks, or two bite attacks if it is at half its hit point maximum or fewer.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) kinetic damage plus 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be paralyzed until the start of the dinko's next turn.

Toxic Spray (Recharge 5-6). The dinko spits poisonous liquid in a 15 foot cone in front of it. Each creature in the area must succeed on a DC 12 Constitution saving throw or take 21 (6d6) poison damage and be poisoned for 1 minute. On a successful save, a creature takes half damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of their turn, ending the effect on a success. A creature that succeeds on the saving throw is immune to being poisoned in this way again for 24 hours.


Hanadak

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 95 (9d10 + 45)
  • Speed 40 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 2 (-4) 8 (-1) 12 (+1)

  • Saving Throws Str +8, Wis +2
  • Skills Intimidate +4, Perception +2, Survival +2
  • Senses darkvision 60 ft., passive Perception +12
  • Challenge 6 (2,300 XP)

Aggressive. As a bonus action, the hanadak can move up to its speed toward a hostile creature it can see.

Keen Smell. The hanadak has advantage on Wisdom (Perception) checks that rely on smell.

Ferocious Attacks. When the hanadak scores a critical hit, it rolls an additional damage die. Additionally, its attacks are considered enhanced for the purposes of overcoming resistance.

Actions

Multiattack. The hanadak makes two attacks with its claws and one attack with its bite.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) kinetic damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage.

Stone. Ranged Weapon Attack: +2 to hit, range 30/120, one target. Hit: 10 (2d10-1) kinetic damage.

Reactions

Berserk. When a creature within 5 feet of the hanadak deals damage to it with a weapon or unarmed strike, it can use its reaction to make a claw attack against that creature. On a hit, it deals an additional 3 kinetic damage.



Sand Demon

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 18 (+4) 4 (-3) 16 (+3) 5 (-3)

  • Saving Throws Dex +6, Con +8, Int +1
  • Skills Perception +7
  • Damage Resistances kinetic and energy from unenhanced weapons
  • Senses darkvision 60 ft., passive Perception 17
  • Languages
  • Challenge 10 (5,900 XP)

Ambusher. In the first round of a combat, the sand demon has advantage on attack rolls against any creature it surprised.

Avoidant. Attacks made against the sand demon have their critical hit range reduced by 1, to a minimum of 1.

Chitinous Protection. The sand demon's eyes are shielded by a layer of strong membrane. It has advantage on saving throws against being blinded.

Surprise Attack. If the sand demon surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Tunneler. The sand demon can burrow through solid rock at half it burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The sand demon makes three attacks; two with its legs and one with its bite.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) kinetic damage and the target is grappled (escape DC 17). While a creature is grappled in this way, it is restrained. The bonzami can only grapple one creature in this way at a time.

Leg Spear. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) kinetic damage.



Taozin

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 133 (14d12 + 42)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 5 (-3) 16 (+3) 3 (-4) 14 (+2) 12 (+1)

  • Saving Throws Str +5
  • Damage Resistances energy
  • Condition Immunities blinded, charmed, deafened, poisoned, prone
  • Senses tremorsense 60 ft., passive Perception 12
  • Languages
  • Challenge 8 (3,900 XP)

Keen Touch. The taozin has advantage on Wisdom (Perception) checks that rely on vibrations.

Force Invisibility. The taozin is undeetectable by force powers or force effects, and cannot be seen through force sight.

Spider Climb. The taozin can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The taozin is never restrained by its own or other taozin’s snare lines.

Transparent Trap. A successful DC 13 Wisdom (Perception) check must be made to spot taozin snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares’ invisibility. A creature that enters a space containing taozin snare lines must make a successful DC 13 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines’ presence.

Actions

Multiattack. The taozin makes one bite attack. It also makes one coil attack against every enemy creature restrained by its threads and within reach of its coils—once it has coiled around one creature it stops coil attacks against others.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) kinetic damage plus 3 (1d6) acid damage.

Coils. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 13 Dexterity saving throw or be pulled adjacent to the taozin (if it wasn’t already) and grappled in the taozin’s coils (escape DC 13). While grappled this way, the creature is restrained by the taozin (but not by its snare lines), it can’t breathe, and it takes 22 (5d8) acid damage at the start of each of the taozin’s turns. A creature that escapes from the taozin’s coils may need to make an immediate DC 13 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.

Force Lure (Recharge 4-6). The taozin selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the taozin’s next turn. All other creatures that can see the light at the start of their turn must make a successful DC 13 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the taozin as invisible.



Taozin, Ancient

Gargantuan beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 247 (17d20 + 68)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 5 (-3) 18 (+4) 3 (-4) 17 (+3) 12 (+1)

  • Saving Throws Str +8, Wis +8, Cha +6
  • Damage Resistances energy
  • Condition Immunities blinded, charmed, deafened, poisoned, prone
  • Senses tremorsense 60 ft., passive Perception 12
  • Languages
  • Challenge 15 (13,000 XP)

Keen Touch. The taozin has advantage on Wisdom (Perception) checks that rely on vibrations.

Force Invisibility. The taozin is undeetectable by force powers or force effects, and cannot be seen through force sight.

Spider Climb. The taozin can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The taozin is never restrained by its own or other taozin’s snare lines.

Transparent Trap. A successful DC 16 Wisdom (Perception) check must be made to spot taozin snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares’ invisibility. A creature that enters a space containing taozin snare lines must make a successful DC 13 Dexterity saving throw or be restrained by the sticky snares (escape DC 18). This saving throw is made with disadvantage if the creature was unaware of the snare lines’ presence.

Actions

Multiattack. The taozin makes one bite attack. It also makes one coil attack against every enemy creature restrained by its threads and within reach of its coils—once it has coiled around one creature it stops coil attacks against others.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (4d8+3) kinetic damage plus 7 (2d6) acid damage.

Coils. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 27 (6d8) acid damage, and the target creature must make a successful DC 16 Dexterity saving throw or be pulled adjacent to the taozin (if it wasn’t already) and grappled in the taozin’s coils (escape DC 16). While grappled this way, the creature is restrained by the taozin (but not by its snare lines), it can’t breathe, and it takes 45 (10d8) acid damage at the start of each of the taozin’s turns. A creature that escapes from the taozin’s coils may need to make an immediate DC 16 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.

Force Lure (Recharge 4-6). The taozin selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the taozin’s next turn. All other creatures that can see the light at the start of their turn must make a successful DC 16 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the taozin as invisible.


Umrach

Large beast, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 98 (13d10 + 26)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 15 (+2) 4 (-3) 13 (+1) 7 (-2)

  • Saving Throws Str +9, Dex +6, Wis +5
  • Skills Athletics +9, Perception +5, Stealth +6, Survival +5
  • Damage Resistances force
  • Condition Immunities frightened
  • Senses blindsight 60 ft., passive Perception 15
  • Challenge 9 (5,000 XP)

Ambusher. In the first round of a combat, the umrach has advantage on attack rolls against any creature it surprised.

Consume. If the umrach grapples is grappling a creature with its tentacles, it can use a bonus action to pull the creature to within 5 feet of it and make a bite attack against the creature. If the attack is a critical hit, the umrach can roll an additional damage die and add it to the extra damage of the critical hit.

Surprise Attack. If the umrach surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The umrach makes three tentacle attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) kinetic damage

Tentacle. Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) kinetic damage, and the target is grappled (escape DC 17). Until this grapple ends, the creature is restrained.

 

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