Monster Dossier

Lacedon

Lacedon is a fantasy monster entry from source BotD.

Level 2

Traits

cemediumamphibiousghoulundead

Rules & statistics

Monster Profile

Perception

7

Senses

  • Name
    corpse scent
    Type
    precise
  • Name
    darkvision

Languages

Languages
  • aquan
  • common
  • necril

Skills

Acrobatics
8
Athletics
Std
9
To Swim
11
Stealth
8
Survival
7

Ability Mods

Str
3
Dex
4
Con
3
Int
1
Wis
1
Cha
3

Defenses

Ac
18
Saving Throws
Fort
7
Ref
10
Will
7
Hp
  • Hp
    32
    Abilities
    • negative healing
Immunities
  • death effects
  • disease
  • paralyzed
  • poison
  • unconscious

Speed

Walk
25
Swim
30

Attacks

  • Range
    Melee
    Traits
    • finesse
    Name
    jaws
    Attack
    10
    Damage
    1d6+5 piercing plus ghoul fever
  • Range
    Melee
    Traits
    • agile
    • finesse
    Name
    claw
    Attack
    10
    Damage
    1d4+5 slashing

Abilities

Top
  • Name
    Corpse Scent
    Entries
    • The lacedon can smell humanoid corpses in the water from up to 1 mile away.
Bot
  • Name
    Aquatic Ambush
    Activity
    Number
    1
    Unit
    action
    Entries
    • 45 feet
  • Name
    Consume Flesh
    Activity
    Number
    1
    Unit
    action
    Traits
    • manipulate
    Requirements
    The lacedon is adjacent to the corpse of a creature that died within the last hour
    Entries
    • The lacedon devours a chunk of the corpse and regains 2d6 Hit Points. It can regain Hit Points from any given corpse only once.
    • Type
      affliction
      Name
      Ghoul Fever
      Traits
      • disease
      DC
      16
      Saving Throw
      Fortitude
      Notes
      • The lacedon discharges a spray of carrion vomit at a creature within 20 feet, dealing 1d6 poison damage with a 17 basic Fortitude save. A non-elf creature that fails its save is also paralyzed. It can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. The lacedon can't use Paralyzing Spew again for 1d4 rounds.
      Stages
      • Stage
        1
        Entry
        carrier with no ill effect
        Duration
        1 day
      • Stage
        2
        Entry
        2d6 negative damage and regains half as many Hit Points from all healing
        Duration
        1 day
      • Stage
        3
        Entry
        as stage 2
        Duration
        1 day
      • Stage
        4
        Entry
        2d6 negative damage and gains no benefit from healing
        Duration
        1 day
      • Stage
        5
        Entry
        as stage 4
        Duration
        1 day
      • Stage
        6
        Entry
        dead and rises as a ghoul the next midnight Paralyzing Spew 1
        Duration
        incapacitation, occult, necromancy

Background

Lore

No lore provided.