Vemacar, Young

Family: Vemacar

Large ravager (devastation), chaotic evil or unaligned

Armor Class 14 (natural armor)
Hit Points 82 (11d10 + 22); Wound Threshold 21
Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 15 (+2) 8 (-1) 16 (+3) 10 (+0)

Saving Throws Dex +6
Damage Vulnerabilities psychic, thunder
Damage Resistances poison
Condition Immunities blinded, charmed, frightened, numbed, poisoned, restrained
Senses blindsight 60 ft., passive Perception 13
Languages Phantasm
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Corrosive Fluids. After dealing a Wound or a critical hit to the young 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 young 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 5 feet of it must make a DC 13 Dexterity saving throw, taking 11 (2d10) 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 young vemacar regains 5 hit points at the start of its turn if it has at least 1 hit point. If the young vemacar takes fire damage, this trait doesn’t function at the start of the young vemacar’s next turn.

ACTIONS

  • Multiattack. The young vemacar makes two Frenzied Strike attacks. If two attacks hit the same target, that target is grappled (escape DC 14). Until this grapple ends, the young vemacar can make one Decaying Bite attack against the target as a bonus action.
  • Decaying Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing or slashing damage.
  • Frenzied Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing or slashing damage.

BONUS ACTIONS

  • Cunning Action. The young vemacar can take the Dash, Disengage, or Hide action.
  • Death Rattle. The young vemacar lets out a shrill cry. Each creature within 60 feet must make a DC 11 Wisdom saving throw. On a failure, the creature is frightened for 1 minute and takes 3 (1d6) 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 young 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.

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.

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