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Raggoth

Large monstrosity, neutral evil

Armor Class 17 (natural armor)
Hit Points 136 (13d10 + 65)
Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 6 (–2) 12 (+1) 14 (+2)

Saving Throws Dexterity +6, Constitution +8
Skills Perception +4, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 8 (3,900 XP)

Special Traits

  • Keen Smell. The raggoth has advantage on Wisdom (Perception) checks that rely on smell.

Actions

  • Multiattack. The raggoth makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
  • Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage, and the target is grappled (escape DC 17) and restrained.
  • Tormenting Howl (Recharge 5–6). The raggoth unleashes a piercing howl. All creatures within 60 feet of the raggoth that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the raggoth’s Tormenting Howl for 24 hours.

About

A sleek black-furred creature leaps from the underbrush, its gaping mouth showing a full allotment of sharpened fangs. It has a lupine head and six muscular legs. Its body is long and ends in a thick-furred tail.

Raggoths are aggressive predators with voracious appetites and a killing instinct that makes them quite deadly in battle. Though its hunting area typically covers only about a mile around its lair, raggoths are known to track their prey up to 10 or more miles. Whether this only occurs when food is scarce or if the raggoth simply hunts and tracks its prey for the sheer thrill of the hunt is unknown.

Raggoths, by their very nature, are solitary though sometimes they will work together to track down an elusive target or work together to bring down a particularly powerful opponent. Typically, two raggoths working in concert are a mated pair.

Raggoths dwell in thick forests and make their home amidst the foliage or in shallow caves and caverns. If a mated pair is encountered, there is a chance (40%) that 1d4 young are present. Young are born live and are fully dependent on their mother for the first year of their life. Around 12 to 18 months, they begin to gain their independence but do not fully leave the lair until they are around 2 years of age. A young raggoth reaches maturity around 4 years of age.

A raggoth is about 8 feet long and weighs about 450 pounds. Its fur is jet black, its nails and teeth are dull white, and its eyes are dull yellow.

Raggoths are ambush hunters and always use stealth tactics when hunting and tracking their prey. When spotted, a raggoth moves slowly toward its target and then quickly bursts from its hiding spot at its opponent. If the raggoth doesn’t fell its opponent in the first round, it lets loose its tormenting howl to weaken its prey before attempting to finish it off with its terrible claws and bite. A raggoth fights to the death only if cornered or defending its lair.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb