Mane, Styx

Family: Devils

Medium fiend, neutral evil

Armor Class 16 (natural armor)
Hit Points 37 (5d8 + 15)
Speed 40 ft., swim 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 8 (–1) 12 (+1) 8 (–1)

Skills Perception +3, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Infernal
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Amphibious. The mane can breathe air and water.
  • Pack Tactics. The mane has advantage on an attack roll against a target if at least one of the mane’s allies is within five feet of the mane and the ally isn’t incapacitated.

ACTIONS

  • Multiattack. The mane makes one Bite and one Claw attack.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

ABOUT

Styx manes are the size of a large terrestrial warhound. Most Styx manes have short hind legs and a bifurcated tail. They are capable of bipedal movement over short distances but prefer to move about on all fours. Their long powerfully built forearms end in clawed paw like hands. They have powerful shoulders that flank a thick neck and lumpy, vaguely humanoid face featuring a huge slathering mouth filled with row after row of razor-sharp teeth.

The manes of the Styx serve as chattel for various powers of the underworld. Their intellect is such that they are capable of following basic orders and can establish simple battle formations that are unseen in the infinite ranks of the Abyssal hordes they most frequently face.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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