Shantak
Large Monstrosity, lawful evil. CR 5, AC 16, 123 HP. Traits: Eldritch Sight, Flyby, Keen Sight and Smell, Magic Resistance, Pack Tactics, Unctuous Hide.
- Armor class
- 16
- Hit points
- 123
- Challenge
- 5
- Creature type
- Monstrosity
- Size
- Large
- Alignment
- lawful evil
Stat block
- Cha
- 8
- Con
- 18
- Dex
- 12
- Int
- 6
- Str
- 18
- Wis
- 14
- Speed
- Fly: 60; Walk: 10
- Senses
- darkvision 120 ft., passive Perception 15
- Skills
- Perception: 5
- Actions
- Multiattack. The shantak makes two attacks: one with its bite and one with its talons.
- Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 5 (1d10) necrotic damage.
- Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 5 (1d10) necrotic damage.
- Insane Tittering (Recharge 4-6). The shantak emits a horrific screech. Each non-shantak creature within 60 feet of it that can hear it must succeed on a DC 15 Constitution saving throw or be frightened until the end of the shantak's next turn. The shantak can choose to include or exclude its rider when using this action.
- Languages
- understands Common and Void Speech, but can't speak
- Saving throws
- Wisdom: 5; Constitution: 7
- Special abilities
- Eldritch Sight. Magical darkness doesn't impede the shantak's darkvision.
- Flyby. The shantak doesn't provoke an opportunity attack when it flies out of an enemy's reach.
- Keen Sight and Smell. The shantak has advantage on Wisdom (Perception) checks that rely on sight or smell.
- Magic Resistance. The shantak has advantage on saving throws against spells and other magical effects.
- Pack Tactics. The shantak has advantage on attack rolls against a creature if at least one of the shantak's allies is within 5 feet of the creature and the ally isn't incapacitated.
- Unctuous Hide. A shantak's hide is very slippery. A rider can dismount a shantak without any penalty to movement speed. If an effect moves the shantak against its will while a creature is on it, the creature must succeed on a DC 15 Dexterity saving throw or fall off the shantak, landing prone in a space within 5 feet of it. If a rider is knocked prone or unconscious while mounted, it must make the same saving throw. In addition, the shantak can attempt to shake off a rider as a bonus action, forcing the rider to make the saving throw to stay mounted.
- Damage resistances
- necrotic
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).