Katoikoi

Medium Fiend (Katoikoi), Lawful Evil

Armor Class 12 Initiative +0 (10)
Hit Points 22 (4d8 + 4)
Speed 30 ft., swim 40 ft.

StrDexConIntWisCha
13 (+1)11 (+0)12 (+1)12 (+1)13 (+1)9 (-1)

Skills Perception +5
Senses Darkvision 120 ft., Passive Perception 15
Languages Katoikoi
Challenge 1/2 (100 XP) Proficiency Bonus +2


Blood Frenzy. The katoikoi has Advantage on melee attack rolls against any creature that doesn’t have all its Hit Points.
Limited Amphibiousess. The katoikoi can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The katoikoi can magically control sharks within 120 feet of it, using a special telepathy.

Actions

Multiattack. The katoikoi makes two attacks using Claw or Spear in any combination.
Claws. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing damage.
Spear. Melee or Range Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage, or 5 (1d8 + 1) Piercing damage if used with two hands to make a melee attack.

Bonus Actions

Aquatic Charge. The katoikoi swims up to its Swim Speed straight toward an enemy it can see.


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