Ninja_Prawn
2016-04-04, 05:18 AM
I hope you're happy now.
Dire Camel (Bactrian)
Huge beast, unaligned
Armour Class 11 (natural armour)
Hit Points 47 (5d12 + 15)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
8 (-1)
16 (+3)
2 (-4)
8 (-1)
6 (-2)
Senses passive Perception 9
Languages -
Challenge 1/2 (100 XP)
Steppe Adaptation. The camel is adapted to cold environments as noted on page 110 of the DMG. Furthermore, it suffers no penalties from difficult terrain created by snow, ice or rock.
Sure-Footed. The camel has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Dire Camel (Dromedary)
Huge beast, unaligned
Armour Class 11 (natural armour)
Hit Points 52 (5d12 + 20)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
8 (-1)
18 (+4)
2 (-4)
8 (-1)
6 (-2)
Senses passive Perception 9
Languages -
Challenge 1/2 (100 XP)
Desert Adaptation. The camel is adapted to hot environments as noted on page 110 of the DMG. Furthermore, it suffers no penalties from difficult terrain created by sand.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Spit. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) acid damage.
Dire Camelich
Huge undead, neutral evil
Armour Class 12 (natural armour)
Hit Points 115 (10d12 + 50)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (+0)
21 (+5)
12 (+1)
18 (+4)
16 (+3)
Damage Resistances cold, fire, necrotic
Damage Immunities poison
Condition Immunities charmed, exhausted, frightened, paralysed, poisoned
Senses passive Perception 14
Languages -
Challenge 6 (2,300 XP)
Magic Resistance. The camelich has advantage on saving throws against spells and other magical effects.
Environmental Adaptation. The camelich is adapted to hot and cold environments as noted on page 110 of the DMG. Furthermore, it suffers no penalties from difficult terrain created by snow, ice, rock or sand.
Actions
Multiattack. The camelich makes two bite attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Acid Breath (Recharge 5-6). The camelich exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.
Dire Camel (Bactrian)
Huge beast, unaligned
Armour Class 11 (natural armour)
Hit Points 47 (5d12 + 15)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
8 (-1)
16 (+3)
2 (-4)
8 (-1)
6 (-2)
Senses passive Perception 9
Languages -
Challenge 1/2 (100 XP)
Steppe Adaptation. The camel is adapted to cold environments as noted on page 110 of the DMG. Furthermore, it suffers no penalties from difficult terrain created by snow, ice or rock.
Sure-Footed. The camel has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Dire Camel (Dromedary)
Huge beast, unaligned
Armour Class 11 (natural armour)
Hit Points 52 (5d12 + 20)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
8 (-1)
18 (+4)
2 (-4)
8 (-1)
6 (-2)
Senses passive Perception 9
Languages -
Challenge 1/2 (100 XP)
Desert Adaptation. The camel is adapted to hot environments as noted on page 110 of the DMG. Furthermore, it suffers no penalties from difficult terrain created by sand.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Spit. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) acid damage.
Dire Camelich
Huge undead, neutral evil
Armour Class 12 (natural armour)
Hit Points 115 (10d12 + 50)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (+0)
21 (+5)
12 (+1)
18 (+4)
16 (+3)
Damage Resistances cold, fire, necrotic
Damage Immunities poison
Condition Immunities charmed, exhausted, frightened, paralysed, poisoned
Senses passive Perception 14
Languages -
Challenge 6 (2,300 XP)
Magic Resistance. The camelich has advantage on saving throws against spells and other magical effects.
Environmental Adaptation. The camelich is adapted to hot and cold environments as noted on page 110 of the DMG. Furthermore, it suffers no penalties from difficult terrain created by snow, ice, rock or sand.
Actions
Multiattack. The camelich makes two bite attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Acid Breath (Recharge 5-6). The camelich exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.