```metadata title: Funger OC monsters description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` ### Animated Penance armor ***Condemned to complete their duty.*** Years ago, a handful of Penance Knights were sent into the dungeons of Fear & Hunger to perform extremely dangerous missions on behalf of the Vatican, with the promise of redemption for their sins before death. However, the dungeons got the better of them, breaking their minds, as they bled out in the darkness. In their final moments, knowing their failure would cause them eternal suffering, they begged Alll-Mer to be allowed to stay even after death, in order to finish what they had to. We don’t know what entity heard their prayers, but only the armor remains, wandering the corridors, as if alive. Inside it, only stains of dried blood and rust. What's left are empty shells relentlessly searching for someone to pass their burden to: complete the final mission they were unable to execute. And they will convince you to do it, at all costs. : ### **DM option: finishing the knight’s final mission** This option might be especially appreciated by highly roleplay-oriented tables. : When a player gets forced by the animated penance armor to wear it, you can pose a different condition to remove it: : *When the player completes the mission that was assigned to the penance knight whose soul is possessing the armor, it imediately doffs itself, and the knight’s soul is liberated.* : The mission can be anything you need for the purpose of your campaign. You can even try to work out something interesting with the player. In this table you can find some inspirations for what the penance knight's mission was about: ##### D8 | REDEMPTION MISSION | Die Result | Request | F&H related examples | |:-----------|:-----:|:-----------------:| | 1 | find a lost treasure | King’s crown | | 2 | defeat a certain monster and collect his soul in a Soul stone | Salmonsnake soul | | 3 | recovering an ancient relic | Cube of the Depths | | 4 | Find an forgotten tome and deliver it to the Vatican | Instructions of Rebirth | | 5 | Retrieve a legendary weapon | Blue Sin/Miasma | | 6 | Find someone and bring them to safety | Le’Garde/Jeanne | | 7 | Reach the tomb of a god, pray for your sins, then collect a piece of his body | Alll-Mer | | 8 | Ask the Old Gods a certain question | : Even if the object of the mission isn’t taken directly to the Vatican, the mission is considered completed when the player gets out of the dungeons with it. As a gift, you can say that Alll-Mer allows the player to keep anything that was related to the quest. {{monster,frame, ## Possessed Penance Armor *Medium Undead, lawful evil* ___ **Armor Class** :: 18 (platemail) **Hit Points** :: 33 (6d8+6) **Speed** :: 25ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|8 (-1)|13 (+1)|8 (-1)|18 (+4)|16 (+3)| ___ **Damage Resistances** :: Slashing, Piercing **Damage Immunities** :: Poison, Psychic **Condition Immunities** :: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned **Senses** :: blindsight 60 ft. (blind beyond this radius), passive Perception 14 **Languages** :: understands the languages it knew in life, but cannot speak **Challenge** :: 2 (450 XP) ___ ***False Appearance.*** While the armor remains motionless, it is indistinguishable from a normal suit of penance armor. : ***Coinflip.*** The penance armor starts combat without Forced Donning charged. At the end of the penance armor ’s turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Forced Donning recharges. ### Actions ***Multiattack.*** The armor makes two melee attacks. : ***Mailed Fist.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 8 (1d8 + 3) bludgeoning damage. : ***Forced Donning (Recharge: Coinflip).*** The penance armor hurls itself at a creature within 5 ft. of itself. The creature must make a DC 13 dexterity saving throw, taking 13 (2d12) piercing damage, and being restrained on a failed save, as the armor attempts to engulf them. : ***Iron Maiden.*** The penance armor attempts to snap shut on a creature it has restrained. The target must make a DC 13 Strength saving throw or take 14 (4d6) piercing damage and be forcibly equipped with penance armor. }} {{note ##### Penance armor https://homebrewery.naturalcrit.com/share/MIGjHvFhrAW5 (Page 5) }} \page ### Gluttonous ***Undead slaves of their insatiable hunger.*** Sometimes it can happen that someone that goes into the dungeons and inevitably starts feeling the hunger rising, is not able to find food. They start to starve, they get skinny, and then their minds reach a critical point too. When someone has nearly starved to death but their sanity is already drained, it can happen that they start to rip their own flesh and eat it, instead of letting themselves die. Due to the obscure forces of the dungeon, they become unable to feel pain and are forced to keep on living, even when they've eaten the last piece of their own flesh they could. All that is left is their eyes, some of the muscle and their digestive organs, corrupted and withered, which will never satisfy the only thing they feel and live for now: Eating. They will eat anything they can, even their loved ones ***Lethal predators of the living.*** Gluttonous resemble humanoid skeletons covered in drained blood, flaps of rotting muscle, with withered organs and veins. They are cannibals, but they can also feed on any kind of flesh or meat, and they have developed huge claws and supernatural speed due to their low weight. combined with their honed ability to hide - they are something to be aware off. But the real danger lays in their bites. Apparently, their saliva carries a disease that raises the victims' hunger and causes them to feel the need to eat their own flesh. : Gluttonous usually prey in packs of at least 3 members, so that in case they can at least devour their own fallen. {{monster,frame,wide ## Gluttonous *medium monstrosity, chaotic evil* ___ **Armor Class** :: 14 (Natural armor) **Hit Points** :: 22 (5d8) **Speed** :: 35ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |8 (-1)|17 (+4)|10 (0)|10 (0)|14 (+2)|4 (-3)| ___ **Skills** :: Stealth +6, **Damage resistances** :: radiant **Damage vulnerabilities** :: **Condition Immunities** :: poisoned, exhaustion **Senses** :: darkvision 120 ft., passive Perception 12 **Languages** :: common **Challenge** :: 1 (200 XP) ___ ***Corpse Camoflauge.*** While the Gluttonous remains motionless, it is indistinguishable from a normal corpse. : ***Starving.*** When the Gluttonous sees a creature fall prone it must immediately use its reaction : ***Keen Senses.*** The Gluttonous has advantage on perception checks relying on smell. : ***Pounce.*** If the Gluttonous moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. : ***Thirst for Flesh.*** The gluttonous is driven by its insatiable hunger for flesh,and has a weak spot for crude flesh, such as raw or rotten meat, or pieces of a corpse (limbs, etc.). If the Gluttonous starts its turn within 30 ft. of such meat it must make a DC 10 Charisma saving throw or be compelled to move towards, and use its action to devour the meat. : ***Gluttonous Curse.*** A creature who has contracted sewer plague from the Gluttonous is also cursed. At the end of each short or long rest it must make a DC 14 Charisma saving throw. On a failed save a creature instinctively gnaws upon its own flesh, reducing their constitution by 1d4-1. Additionally the creature ignores any penalties of sewer plague until their next short ot long rest. If a creatures Constitution score reaches 0 while cursed, they become a gluttonous at the end of their next long rest. If a creature dies as a result of the sewer plague, thier corpse rises as a gluttonous 8 hours later. ### Actions ***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 7 (1d6 + 4) slashing damage : ***Feed.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 6 (1d4 + 4) piercing damage and the creature must make a DC 14 Constitution saving throw or contract sewer plague, and the Gluttonous regains hit points equal to the damage dealt. ### Reaction ***Feeding Frenzy.*** As a reaction to a creature falling prone the Gluttonous moves up to its speed and makes a feed attack. Opportunity attacks made during this movement are made with disadvantage. }} {{note ##### Animated Penance Armor & Gluttonous Credit Concept, Lore, & Quest table: u/DungeonStromae : Statblock: u/DungeonStromae & u/Chagdoo }} \page {{monster,frame,wide ## Heart flower husk *medium plant, chaotic neutral* ___ **Armor Class** :: 14 (Natural armor) **Hit Points** :: 45 (7d8+14) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |13 (+1)|15 (+2)|14 (+2)|3 (-4)|18 (+4)|3 (-4)| ___ **Skills** :: survival +6 **Damage resistances** :: radiant **Senses** ::blindsight 30 ft., passive Perception 14 **Languages** :: speaks the languages of its former host, but does not understand them. **Challenge** :: 2 (450 XP) ___ ***Mimic Plant.*** The flower husk has the same physical appearance and voice as the humanoid it was born from. The flower husk can use its use bonus action to reveal its true nature as a plant-humanoid hybrid, or back into its humanoid form. Its statistics are the same in each form. It reverts to its true form if it dies. : ***Photosynyhesis*** Whenever the flower husk starts its turn in sunlight, it can expend one Hit Die to heal itself. : ***Rooted (Hyrbid Form Only).*** The flower husk has advanatage on any saving throw or check that would move it against its will : ***Spellcasting.*** The flower husk's spellcasting ability is Wisdom (spell save DC 14). The flower husk can innately cast the following spells, requiring no material components: * At Will: Speak With Plants, Thorn Whip * 1/day each: Entangle, Roots That Reap ### Actions ***Slam (Humaniod Form Only).*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) bludgeoning damage : ***Root Vines (Hybrid Form Only).*** *Melee Weapon Attack:* +4 to hit, reach 15ft., one target. *Hit* 6 (1d8 + 2) piercing damage, and the target is grappled. While the target is grappled, the flower husk cannot attack with its root vines, and at the start of each of the flower husk's turns, the target loses 7 (1d10 + 2) hit points due to blood loss. : ***Heartburst (Hyrbid Form Only) (1/Day).*** The flower husk sprays a red pollen in a 20 ft. cone. Each creature in the cone must make a DC 12 constitution saving throw or be infested with heart flower spores. }} {{font-size:92% ### Heart flower husks {{quote The stigma of a blooming heart flower. Has restorative properties when ingested. Heart and brain flowers are said to be nature's way of mimicking and growing a full artificial human being. {{attribution Olivia Haas (allegedly), *A collection of botanical folklore*}} }} ***Burgeoning Symbiosis.*** Man has always lived off of nature, killing its animals and stripping the land of trees for their shelter. Despite this, Vinushka did not begrudge men for this, recognizing they merely did what they must to survive. Men likewise did not overly despise nature for taking from them their shelter or reaping their old, after all did not men do the same to nature? As man recognized this, they chose to forge closer ties with the world, scavenging only what they needed from the land, freeing trapped beast when possible, and removing brush from the land to reduce forest fires. This was not unnoticed by Vinushka. While they did not temper their mood swings and remained as mercurial as ever, they granted gifts to man: the pinecone pig to gather supplies and food for rebuilding, and the heart flower for repopulation after a disaster. The bodies of dead loved ones were brought into sacred groves, and buried under beds of heart flowers, and canopies of brain flowers, and after a time their "loved ones" would return to the tribe. The fact that they returned with apparent amnesia matterd little to the humans. }} {{font-size:92% {{quote The ancient tribes of men used to live in a symbiosis with nature, with its cycles of destruction and creation, but people grew greedy and hostile towards the land they settled and ravaged natyre to give room for their own civilizations. As people grew greedy and hostile, so did Vinushka. A long war was waged to determine who was to become the master and who the slave. To everyone's surprise, or at least to my surprise, this resulted in the demise of Vinushka. {{attribution Enki Ankarian, *Unedited Vinushka skin bible*}} }} ***Kinship broken.*** Unfortunately this symbiosis could not last forever. The nature of man is to demand more, and eventually men demanded sovereignty over nature. Mankind, the most succesful invasive species, ravaged the land at the expense of all others, and Nature responded. Plague, Famine, Drought, Natutal disasters, all became frequent fixtures in human life as Nature tried to purge the growing tumor on the biosphere. Eventually even Vinushka's gifts soured as well. Those buried in the sacred groves continued to return home as normal, but they seemed far less happy to return. Towns with the returned suffered from of unexplained damages to food stores, and even murders for months before it was discovered one of the returned was a horrifying abomination, with skin of bark, roots for hair, and blood for sap. Humanity did not respond well to the revelation that their loved ones were replaced with pale imitation, and burned the sacred groves to the ground. On the same day, all returned who had not yet been discovered vanished into the woods never to be seen again. Ever since then parents must teach their children from a young age not to enter the forest alone, never too deeply, and never to respond to the voices at night of those who have gone missing before, lest they also be taken, replaced, and their visage used to kill their own family. }} \page {{monster,frame,wide ## Pollinated flower husk *medium plant, chaotic neutral* ___ **Armor Class** :: 14 (Natural armor) **Hit Points** :: 58 (9d8+18) **Speed** :: 30ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |13 (+1)|15 (+2)|14 (+2)|17 (+3)|18 (+4)|11 (0)| ___ **Skills** :: deception +2, nature +5, survival +6 **Damage resistances** :: radiant **Senses** ::blindsight 30 ft., passive Perception 14 **Languages** :: the languages of its former host **Challenge** :: 3 (700 XP) ___ ***Mimic Plant.*** The flower husk has the same physical appearance and voice as the humanoid it was born from. The flower husk can use its use bonus action to reveal its true nature as a plant-humanoid hybrid, or back into its humanoid form. Its statistics are the same in each form. It reverts to its true form if it dies. : ***Charming Pollen (Hyrbid Form Only)*** Any creature that begins its turn within 30 ft. of the flower husk must make a DC 12 Constitution saving throw or be charmed until the end of their next turn. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the husk’s Charming Pollen for the next 24 hours. : ***Photosynyhesis*** Whenever the flower husk starts its turn in sunlight, it can expend one Hit Die to heal itself. : ***Rooted (Hyrbid Form Only).*** The flower husk has advanatage on any saving throw or check that would move it against its will : ***Spellcasting.*** The flower husk's spellcasting ability is Wisdom (spell save DC 14). The flower husk can innately cast the following spells, requiring no material components: * At Will: Druidcraft, Mold Earth, Speak With Plants, Thorn Whip * 1/day each: Agnazzar's Scorcher, Ashardalon's Stride, Barkskin, Entangle, Flaming Sphere, Pheremones, Plant Growth, Roots That Reap, Wither and Bloom ### Actions ***Slam (Humaniod Form Only).*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) bludgeoning damage : ***Root Vines (Hybrid Form Only).*** *Melee Weapon Attack:* +4 to hit, reach 15ft., one target. *Hit* 6 (1d8 + 2) piercing damage, and the target is grappled. While the target is grappled, the flower husk cannot attack with its root vines, and at the start of each of the flower husk's turns, the target loses 7 (1d10 + 2) hit points due to blood loss. : ***Heartburst (Hyrbid Form Only) (Recharge: 5-6).*** The flower husk sprays a red pollen in a 20 ft. cone. Each creature in the cone must make a DC 12 constitution saving throw or be infested with heart flower spores. : ***Pollinate (Hyrbid Form Only) (1/Day).*** The flower husk sprays pheremones onto a creature within 30 ft. of it. The target must make a DC 12 constitution saving throw. on a failed save the targed is infested with brain flower spores, and takes 3 (1d6) necrotic damage }} {{font-size:92% ***Life Cycle.*** Since the burning of the groves the life cycle of the heart flowers has been disrupted. Heart flower husks reproduce by growing inside humans until their host dies, at which point they slowly grow an exact replica of the human from the chest of the host. Newborn husks are incredibly stupid and solely exist to create new husks. they typically do so by stalking a lone human and parroting half remembered words from the memories of their former host, in the hopes that inquisitive prey comes closer, at which point the husk douses the fool with spores. Once this happens the new hosts' fate is sealed as the infection gives no sign it's taken root. Even if they survive the encounter and return home, they will succumb to infection and the newborn husk that sprouts from their chest will be surrounded by a bountiful seedbed. This cycle continues until a husk inadvertently wanders past a brain flower which reflexively pollinates their human form. Upon being infested with brain flowers, the husk gains full sentience and sets about creating a new sacred groves in which to create more of its kind. They usualy begin kidnapping humans, imprisoning them, and pollinating them under the brain flower that gave them their mind in order to create more soldiers in the ongoing war against man, and more tenders to the growing sacred grove. Others return to their hosts home, attempt to integrate into the society, and work to destroy the nest of humans without being discovered, poisoning water sources and taking those who wont be missed and converting them to mindless husks in a moist basement for an eventual surprise attack on a town. Pollinated Husks prefer to kidnap those who ravage nature but no man is truly guiltless. They will take anyone, though they sometimes seem to hesitate to take those who still live in symbiosis with Vinushka. }} {{font-size:90% Very rarely a husk may not only spare one who lives in harmony with nature but also their entire community, if the human manages to convice said community to cease their overconsumption. It is rumored that in one case a husk even chose to live in such a community, with the human who managed to save it. }} {{note {{font-size:90% ##### Disease: Heart flower infestation A creature infested with heart flower spores slowly dies without even feeling ill. An infested creature regains the maximum possible hit points when expending a hit die, and has advantage on all constitution saving throws besides those against the disease itself. While infested, at the end of every long rest the creature must make a DC 12 constitution saving throw, losing 1d6 constitution on a failure. Once the creatures constitution reaches 0 a heart flower husk sprouts from their chest, slowly growing to the size of its host over the course of the next few days ##### Disease: Brain flower infestation A creature infested with brain flower spores quickly loses contol over its own body. At the start of their turns the creature must make a DC 12 Constitution saving throw. On a failed save the creature must move towards the nearest living creature it can see, and attempts to kill. on a succesful save the creature doesn't make any further saves for one minute. While infested, at the end of every hour the creature must make a DC 12 constitution saving throw, losing 1d4 intelligence and charisma on a failure. Once the creatures charisma reaches 0 a brain flower sprouts from the upper half of their body, typically from the eye, or the shoulder. }} }} \page {{monster,frame,wide ## Strix *Large Monstrosity, chaotic neutral* ___ **Armor Class** :: 16 (natural armor) **Hit Points** :: 170 (20d10+60) **Speed** :: 40ft, Fly 60 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|20 (+5)|16 (+3)|13 (+1)|21 (+5)|11 (+1)| ___ **Saves** :: Cons +8, Int +6, Cha +6 **Skills** :: Perception +10, Stealth +10 **Damage Resistances** :: Poison, Fire, bludgeoning, piercing, and slashing from nonmagical attacks **Condition Immunities** :: **Senses** :: darkvision 120 ft., passive Perception 25 (with advantage, 20 without **Languages** :: Understands sylvan, druidic, common, but cannot speak **Challenge** :: 15 (15,000 XP) ___ ***Magic resistance.*** The Strix has advantage on saving throws against spells and other magical effects. : ***Keen Hearing and Sight.*** The Strix has advantage on Wisdom (Perception) checks that rely on hearing or sight. : ***Legendary Resistance (2/day).*** If the Strix fails a saving throw, he can choose to succeed instead. : ***Coinflip.*** The Strix starts combat without Vengeful refrain being charged. At the end of The Strix's turn choose a player. the player chooses heads or tails. If the player loses the coin flip, Vengeful refrain recharges. : ***Spellcasting.*** The Strix is a 9th-level spellcaster. its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It regains his expended spell slots when it finishes a long rest. It knows the following spells: * 1st level (4 slots): Absorb Elements, Fog cloud, Snare, Speak with Animals * 2nd level (3 slots): Animal Messenger, Heat Metal, Shatter, Warding Wind * 3rd level (3 slots): Dispel magic, Plant growth, Protection from Energy * 4th level (3 slots): Blight, Confusion, Wall of fire * 5th level (1 slot): Wrath of Nature ### Actions ***Multiattack.*** The Strix makes two talon attacks, one beak attack, and may use vengeful refrain if available : ***Talon.*** *Melee Weapon Attack:* +10 to hit, reach 10ft., one target. *Hit* 14 (2d8 + 5) slashing damage : ***Peck.*** *Melee Weapon Attack:* +10 to hit, reach 10ft., one target. *Hit* 16 (2d10 + 5) piercing damage. On a roll of 20 the strix tears off the targets head, instantly killing them. : If the target does not need a head to survive, (or the DM rightfully dislikes insta-kills) the attack instead deals an additional 22 (4d10) damage. : ***Spore dart.*** Ranged Weapon Attack: +10 to hit, range 80/320ft., one target. Hit 10 (1d10 + 5) piercing damage, : Whether the Strix hits or misses, the dart releases a spore cloud and each creature within 20 ft. of the target must make a DC 18 Constitution saving throw or take 14 (4d6) poison damage and are poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a succesful save a creature takes half as much damage and is not poisoned : ***Vengeful refrain (Recharge: Coinflip).*** The Strix vehemently plays its flute, demanding aid from the forest. 3d4 owl sprites appear in unnocupied spaces within 30 ft., of the Strix's choosing. The sprite acts as an ally to the Strix and takes its turns immediately after it. The Strix cannot have more than 12 owl sprite summoned at a time. ### Legendary Actions (3 actions) ***Talon.*** The Strix makes a talon attack. : ***Cast Spell (2 actions)*** Strix casts a spell of third level or lower. : ***Vinushka's aid (3 actions).*** The Strix casts a spell of fifth level or lower. : ***Spore bombard (3 actions).*** The Strix makes a spore dart attack : ***Wing Attack (Costs 2 Actions).*** The Strix beats its wings. Each creature within 15 feet of the Strix must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The Strix can then fly up to half its flying speed. }} {{note The Strix is a custom request, its meant to be a highly moonscorched owl cultist, which retains its desire to protect the forest from intruders. Its flute now doubles as a toxic spore launcher }} \page {{monster,frame,wide ## Were-Sergal *Medium Humanoid (Human, Shapechanger), Chaotic neutral* ___ **Armor Class** :: 14 (Hide armor/Natural armor) **Hit Points** :: 45 (7d8+14) **Speed** :: 30ft.,(40 ft., 30 ft. swim in sergal form) | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |16 (+3)|15 (+2)|15 (+2)|11 (+0)|15 (+2)|9 (-1)| ___ **Saves** :: Str, +5, Dex +4, **Skills** :: Athletics +5, Nature +2, Perception +4, Stealth +4, Survival +4 **Damage Immunities** :: Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered **Senses** :: darkvision 60 ft. (Sergal Form Only), passive Perception 19 (from advantage, 14 without) **Languages** :: common, **Challenge** :: 3 (700 XP) ___ ***Shapechanger.*** The Were-Sergal can use its action to polymorph into a sergal, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. At night the Were-Sergal transforms against its will, and becomes a feral beast, attacking all living humans it sees. This trasformation ends once the moon sets. it reverts to his true form if it dies. : ***Keen Smell.*** The Were-Sergal has advantage on Wisdom (Perception) checks that rely on smell. : ***Hunter's Instinct (3/Day).*** When The Were-Sergal hits a creature with an attack roll, it can mark the target as its favored enemy for 1 minute or until it loses its concentration (as if it were concentrating on a spell). Until this concentration ends, it deals an extra 1d6 damage to its target whenever he hits it with a weapon attack, and it has advantage on any Wisdom (Perception) or Wisdom (Survival) check it makes to find the target. : ***Wild Blood (Sergal Form Only).*** At the start of its turn, the Were-Sergal can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. : ***Standing Leap (Sergal Form Only).*** The Were-Sergal's long jump is up to 40 feet and its high jump is up to 30 feet, with or without a running start. : ***Evasion (Sergal Form Only).*** If the Were-Sergal is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. ### Actions ***Multiattack.*** the Were-Sergal makes two attacks : ***Shortsword (Humanoid Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 3) slashing damage. : ***Longbow (Humanoid Form Only).*** *Ranged Weapon Attack:* +4 to hit, range 150/600ft., one target. *Hit* 6 (1d8 + 2) piercing damage : ***Bite (Sergal Form Only).*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) piercing damage, If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with sergal lycanthropy. }} \page {{note ##### Links to other funger content ***Fear & Hunger Bestiary*** https://homebrewery.naturalcrit.com/share/U7DIfhkZUy7G : ***Fear & Hunger NPCs*** https://homebrewery.naturalcrit.com/share/zfkGOhTwHBfQ : ***Termina Bestiary*** https://homebrewery.naturalcrit.com/share/EQDpwg8gD6OE : ***The Contestants*** https://homebrewery.naturalcrit.com/share/k-_VSml4SZFk : ***Moonscorched Contestants*** https://homebrewery.naturalcrit.com/share/DP6lfGtnVM-H : ***Pocketcat*** https://homebrewery.naturalcrit.com/share/vch3PWraZsHn : ***The New Gods*** https://homebrewery.naturalcrit.com/share/VgUe1JTN0qOH : ***Sylvian*** https://homebrewery.naturalcrit.com/share/IEDJS273Pwqq : ***Gro-Goroth*** https://homebrewery.naturalcrit.com/share/u6Xky1X-lFEq : ***Rher*** https://homebrewery.naturalcrit.com/share/6IbZ4Su06OzH : ***Vinushka*** https://homebrewery.naturalcrit.com/share/qnf5I9G8VQZZ : ***The God of the Depths*** : https://homebrewery.naturalcrit.com/share/QbAAcVgcjtYt : ***The God of Fear and Hunger*** https://homebrewery.naturalcrit.com/share/zSZrw2WrOioz }}