Steppe Devil

Medium beast, neutral

Armor Class 13
Hit Points 22 (5d8)
Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 3 (-4) 10 (+0) 5 (-3)

Skills Stealth +5
Senses passive Perception 15
Challenge ½ (100 XP)

SPECIAL TRAITS

  • Superior Scent. The kimer has a highly developed sense of smell. It gains advantage on all perception checks that might involve smell.
  • Born Grappler. If the kimer has a target grappled, it gains advantage on all of its attacks against that target.

ACTIONS

  • Multiattack. The kimer attacks once with its claws and once with its beak. It always attacks a single target.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. The target is must make an escape check (DC 13) or be grappled.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

ABOUT

Steppe devils are mammalian creatures found in many climes, but preferring the open country of steppes or prairies. They are long and sleek, with a narrow neck and head. They have a beak at the end of their snout used for digging out prey from the dry rocky ground or tearing flesh from larger prey animals. Steppe devils are six-legged creatures that stand several feet at the shoulder, about the size of an adult greyhound. Each paw is six-toed and clawed, though the claws are not used as weapons, but rather for gripping moving prey while they tear at it with their powerful jaws. Their fur is short, with dark spots. They are ferocious and almost fearless animals who scavenge as much as they hunt.

Steppe devils are found mostly in the open savannah to the east of New Aenoch. They range as far north as the Frozen Salt Flats, and far to the east. However, during the long reign of Unklar, they were occasionally used as mounts and dogs by halflings. The kimer clan was the first to tame these beasts and use them in battle. Since the fall of Unklar, they have spread their range into the Cradle of the World, reaching as far as the Inner Sea. Some are still used by those halflings who have retained their nomadic lifestyles. They are expensive to purchase and hard to train. Usually, pups bring several hundred gold on the open market and a trained mount upwards to a thousand.

Pack Predators. kimer are normally pack creatures, usually traveling in packs of 2-5, though sometimes 1-2 pups are found with the pack as well. When a kimer pack locates a good area for hunting, usually along a well-traveled road, near ready sources of prey like farms or where herd animals graze, they dig elaborate dens. Dens are usually dug into the earth, under an overhang, etc. The kimer drag prey back to the den where they rend it into pieces, dragging chunks down into the hole. Any treasure found is usually littered around the mouth of the den.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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