Cavalluccio Marino Gigante: differenze tra le versioni
Aspetto
Import Monsters_batch2: Giant Sea Horse |
Reimport Monsters: Giant Sea Horse (formattato) |
||
| Riga 1: | Riga 1: | ||
=== Giant Sea Horse === | |||
''Large beast, unaligned'' | |||
'''Armor Class''' 13 (natural armor) | '''Armor Class''' 13 (natural armor) | ||
| Riga 9: | Riga 8: | ||
'''Speed''' 0 ft., swim 40 ft. | '''Speed''' 0 ft., swim 40 ft. | ||
| STR | {| class="wikitable" | ||
! STR | |||
| DEX | |||
| CON | |||
| INT | |||
| WIS | |||
| CHA | |||
! --------- | |||
| --------- | |||
| --------- | |||
| -------- | |||
| --------- | |||
| -------- | |||
! 12 (+1) | |||
| 15 (+2) | |||
| 11 (+0) | |||
| 2 (-4) | |||
| 12 (+1) | |||
| 5 (-3) | |||
|} | |||
'''Senses''' passive Perception 11 | '''Senses''' passive Perception 11 | ||
| Riga 19: | Riga 35: | ||
'''Challenge''' 1/2 (100 XP) | '''Challenge''' 1/2 (100 XP) | ||
*'''Charge'''*. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. | ****'''Charge'''**'''. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. | ||
*'''Water Breathing'''*. The sea horse can breathe only underwater. | '''**'''Water Breathing'''**'''. The sea horse can breathe only underwater. | ||
###### Actions | ###### Actions | ||
*'''Ram'''*. | '''**'''Ram'''****. ''Melee Weapon Attack:'' +3 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d6+1) bludgeoning damage. | ||
Like their smaller kin, '''giant sea horses''' are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. | Like their smaller kin, '''giant sea horses''' are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. | ||
{{Licenza|versione=5.1}} | {{Licenza|versione=5.1}} | ||
[[Categoria:Mostri]] | [[Categoria:Mostri]] | ||
[[Categoria:SRD 5.1]] | [[Categoria:SRD 5.1]] | ||
Versione delle 08:26, 3 lug 2026
Giant Sea Horse
Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 16 (3d10)
Speed 0 ft., swim 40 ft.
| STR | DEX | CON | INT | WIS | CHA | --------- | --------- | --------- | -------- | --------- | -------- | 12 (+1) | 15 (+2) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) |
|---|
Senses passive Perception 11
Languages -
Challenge 1/2 (100 XP)
- Charge**. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
**Water Breathing**. The sea horse can breathe only underwater.
- Actions
**Ram****. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.
Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.
D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.