Skip to main content

Sirocco Steed




The sirocco steed is a long-necked equine the color of desert sands. A pair of scythe-like horns sprouts from its brow and curve back toward its tangled mane. These natural weapons are normally used against predators or when potential suitors battle one another during mating season. Older sirocco steeds are covered in scars they've gathered over the years. However, the beasts are usually placid and avoid confrontation when they can. Sirocco steeds have a natural ability to create sand spouts to confuse predators as they escape.

Sirocco Steed

Large beast, unaligned

Armor Class 12

Hit Points 65 (10d10 + 10)

Speed 40ft

Str 20 Dex 12 Con 13 Int 3 Wis 11 Cha 4

Senses passive Perception 10

Languages-

Challenge 3 (700 XP)

Actions

Multiattack.

The sirocco steed makes a hooves attack and horns attack as one action

Hooves.

Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage

Horns.

Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) slashing damage

Sand Spout (Recharge 5-6).

The sirocco steed chooses an 5-foot cube of air that it can see within 60ft. A whirling column of air sprouts in that spot and lasts for 5 minutes.

Any creature that ends its turn within 5 feet of the air column must make a DC 15 Strength saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

If the air column moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself. The cloud heavily obscures its area.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Coffer Mimic

Most adventurers have either encountered or heard a story of an encounter with a mimic disguised as a chest. This is so common that everyone assumes a chest might just be a mimic. Hopefully, they never run across this monstrosity. Bred and trained by The Moneylender to protect his ill-gotten fortune, these mimics take the form of high-quality chests and possess greedy souls. They horde treasure and protect it fiercely. The more booty the mimic holds, the tougher it becomes - even more so when it robs the dead. If they get too aggressive, the Moneylender sells them off to other villains to populate their castles and dungeons. Coffer Mimic Medium monstrosity (shapechanger), neutral Armor Class 12(natural armor) Hit Points 52 (7d8 + 21) Speed 15 ft Str 17 Dex 12 Con 16 Int 5 Wis 11 Cha 14 Skills Deception +4, Stealth +5 Damage Resistances poison Damage Immunities acid Condition Immunities p...