Amarashi

Large monstrosity, neutral good

Armor Class 15 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 40 ft. climb 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 13 (+1) 12 (+1)

Skills Athletics +6, Perception +4
Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Enrage. When the amarashi’s hit points drop below half of its hit point maximum, it becomes enraged. While enraged, it deals additional 5 (1d10) bludgeoning damage with its Gorilla Slam action, and its speed increases by 10 feet.

ACTIONS

  • Multiattack. The amarashi makes two melee weapon attacks.
  • Gorilla Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
  • Self Heal. The amarashi stops and focuses to regain 5 (1d10) hit points.

ABOUT

Amarashis are rare creatures who wander the night. An amarashi has the head and tail of a ferret, the body of a gorilla, and the feet of a goat. Even though their looks generally scare people off, an amarashi is actually really friendly. They are herbivores and are quite affectionate to smaller creatures, whom they gently pet if they can catch.

Mystical Creatures. An amarashi doesn’t have genitalia.

They don’t reproduce like common mortals. It is said that when an amarashi dies, two flowers sprout out of its body. If a creature eats those flowers, they give birth to an amarashi.

The Curiosity of the Wild. An amarashi is a curious creature. It can chase someone down just to touch them or enter the cave of a bear following a smell.

Section 15: Copyright Notice

Creatures: Netherworld Kickstarter Monsters Preview Copyright © 2022 Agate RPG Authors Joëlle ‘Iris’ Deschamp and Nelyhann

This is not the complete license attribution - see the full license for this page