Shantak

Huge monstrosity (mythos), chaotic evil

Armor Class 15 (natural armor)
Hit Points 115 (11d12 + 44)
Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 8 (-1) 15 (+2) 10 (+0)

Damage Immunities cold, poison
Senses darkvision 120 ft., passive Perception 13
Languages Deep Speech
Challenge 5 (1.800 XP)

Special Traits

  • No Breath. The shantak does not need to breathe and is immune to inhaled poisons and scent-based effects.
  • Phobia. The first time a creature uses a fear effect against a shantak, there is a 50% chance that something about that creature triggers a phobia in the shantak. For the next 24 hours, that creature has advantage on Charisma (Intimidation) checks against the shantak and the shantak has disadvantage on saving throws against becoming frightened by that creature. The shantak can make a DC 15 Wisdom saving throw once per day to end its phobia.
  • Share Defenses. A shantak can extend its No Breath ability and cold and poison immunity to a single creature touching it. It can withdraw this protection as a bonus action.
  • Starflight. The shantak can survive in the void of outer space, and flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days or more�provided the shantak knows the way to its destination.

Actions

  • Multiattack. The shantak makes two attacks: one with its bite and one with its talons.
  • Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target, Hit: 17 (2d8 + 5) piercing damage
  • Talons. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 5) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the shantak can�t use its talons on another target.

About

Shantaks are immense scaly, bird-like creatures with a vaguely horse-like head and vast, slime-encrusted wings. A shantak�s ability to travel the gulfs of space ensures that these fanged fliers can be found on numerous worlds. Yet despite this unique ability, shantaks are generally quite reluctant to seek out new worlds unless faced with no other option, for a shantak knows well that an attempt to fly to an unknown world could easily result in being lost forever in the gulfs of space.

Myrmidons. Shantak myrmidons are the deadliest of their ilk, lacking the strange phobias that sometimes cripple their lesser kin and often entering into alliance with creatures able to impress them with their power, bearing messages and passengers for them through the endless void.

Section 15: Copyright Notice

Mythos Monsters (5E) © 2020, Legendary Games; Authors Michael "solomani" Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

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