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5ead/monsters/md/tome_of_beasts_2/valkruung.md
2025-06-07 07:58:30 -05:00

2.0 KiB

Valkruung

Tiny Monstrosity chaotic neutral

  • Armor Class: 13
  • Hit Points: 22 (4d6+8)
  • Speed: climb 20 ft. walk 25 ft.
  • Challenge Rating: 1/2 (100 XP)
  • Source: Tome of Beasts 2, page 355
STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 5 (-3) 12 (+1) 9 (-1)
  • Skills: acrobatics +5, stealth +5
  • Senses: darkvision 60 ft., passive Perception 11
  • Languages: Common, Goblin

Special Abilities

  • Prehensile Tendrils: The valkruung has 10 shiny blue-gray tendrils that constantly grab at things in the environment. Each tendril can pick up or hold a Tiny object, such as a coin or piece of jewelry, that isn't being worn or carried. If it uses all 10 of its tendrils, the valkruung can carry a single Small object, such as a backpack. The valkruung can use its tendrils to interact with objects, but it can't use them to wield a weapon. It has advantage on Dexterity (Sleight of Hand) checks when using its tendrils and can use its tendrils to disarm opponents (see the Disarming Tendrils reaction).

Actions

  • Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target suffers an itchy rash, and, at the start of each of its turns, it must succeed on a DC 13 Wisdom saving or spend its action furiously scratching the rash. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

  • Disarming Tendrils: When a creature the valkruung can see targets it with a melee weapon attack, the attacker must succeed on a DC 13 Dexterity saving throw or its weapon is knocked out of its grasp into a random unoccupied space within 5 feet of the attacker. The valkruung can't use this reaction against attackers wielding a heavy or two-handed weapon.