Vemacar, Ancient

Family: Vemacar

Huge ravager (devastation), chaotic evil or unaligned

Armor Class 18 (natural armor)
Hit Points 190 (20d12 + 60); Wound Threshold 48
Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 17 (+3) 8 (-1) 16 (+3) 10 (+0)

Saving Throws Str +11, Dex +9, Con +9
Skills Acrobatics +9, Athletics +11, Perception +9
Damage Vulnerabilities psychic, thunder
Damage Resistances poison; bludgeoning, piercing and slashing from non-magical attacks
Condition Immunities blinded, charmed, frightened, numbed, poisoned, restrained
Senses blindsight 60 ft., passive Perception 19
Languages Phantasm
Challenge 18 (20,000 XP)

SPECIAL TRAITS

  • Corrosive Fluids. After dealing a Wound or a critical hit to the ancient vemacar, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor).
  • Posthumous Explosion. When the ancient vemacar dies, it lets out a death rattle, recognizable by ravagers within 300 feet of it, before disappearing in an explosion of corrupted energy. Each creature within 10 feet of it must make a DC 17 Dexterity saving throw, taking 16 (3d10) necrotic damage on a failure, or half as much damage on a success. If a target takes damage this way, apply the Corrosive Fluids effect to its armor.
  • Regenerate. The ancient vemacar regains 15 hit points at the start of its turn if it has at least 1 hit point. If the ancient vemacar takes fire damage, this trait doesn’t function at the start of the ancient vemacar’s next turn.
  • Standing Leap. The ancient vemacar’s long jump is up to 40 feet, and its high jump is up to 15 feet, with or without a running start.

ACTIONS

  • Multiattack. The ancient vemacar makes three Frenzied Strike attacks. If two attacks hit the same target, that target is grappled (escape DC 19). Until this grapple ends, the ancient vemacar can make one Decaying Bite attack against the target as a bonus action.
  • Decaying Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing or slashing damage.
  • Frenzied Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing or slashing damage.

BONUS ACTIONS

  • Cunning Action. The ancient vemacar can take the Dash, Disengage, or Hide action.
  • Death Rattle. The ancient vemacar lets out shrill cry. Each creature within 60 feet or less of it must make a DC 14 Wisdom saving throw. On a failure, the creature is frightened for 1 minute and takes 5 (1d10) psychic damage at the start of each of its turns while frightened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

REACTIONS

  • Adaptative Armor. When the ancient vemacar takes damage, it gains resistance against damage of the same type until the end of its next turn. This reaction cannot be used against psychic and thunder damage.

LEGENDARY ACTIONS

The ancient vemacar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ancient vemacar regains spent legendary actions at the start of its turn.

  • Detect. The ancient vemacar makes a Wisdom (Perception) check.
  • Strike Attack. The ancient vemacar makes a Frenzied Strike attack.
  • Aggressive Leap (Costs 2 Actions). The ancient vemacar makes a long or high jump to land on a target within 40 feet of it. That target must succeed on a DC 17 Strength saving throw or be knocked prone. If the creature is prone, the ancient vemacar can immediately make a decaying bite attack against it.
  • Decaying Bite (Costs 2 Actions). The ancient vemacar uses its decaying bite.

ABOUT

The vemacar, or Cankerous hunter, is a fearsome-looking ravager combining speed, power, and imposing size. Its hide is as hard as plate armor. Its hind legs are reminiscent of an ox, with two large, bony spikes growing at the hips. Its vaguely humanoid forearms seem too long and possess an extra elbow. Its hands bear long, sharp claws. The chest of the vemacar is open and shows its spread ribs, between which pockets of corrupted fluid are found. Long, pointy teeth line the top and bottom parts of its maw, and it also has a trailing tail. The vemacar is blind, but it can easily detect the noise made by its prey thanks to its bony crest. This ravager is as sensitive to sound as it is vulnerable to it.

The vemacar has three stages of growth: young, adult, and ancient. A young vemacar is born from a Cankerous nest after a year of gestation in an opalescent cocoon.

It quickly leaves the nest to hunt in the Netherworld. It can then follow various paths, which can merge or not:

Scout hunter. This vemacar looks for tracks indicating a humanoid presence and methodically eliminates them. It can also discover maelossas and report their presence to its peers using the Phantasm network. There are no reports of ancient vemacars acting as scout hunters. When a Cankerous prince gathers legions, the vemacar uses its field experience to harass opposing troops in quick, targeted attacks.

Defender hunter. This vemacar binds itself to a nest (the one of its birth or another) that was recently created and is lacking protectors. There it stays forever, hunting in the vicinity to feed the beating growth. In the ancient stage, it almost never leaves the nest.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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