Large monstrosity, Unaligned
| Armor Class | 14 (natural armor) |
|---|---|
| Hit Points | 30 (4d10 + 8) |
| Speed | 30 ft., climb 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 16 (+3) | 14 (+2) | 2 (-4) | 10 (+0) | 3 (-4) |
| Saving Throws | — |
|---|---|
| Skills | Perception +4, Stealth +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 14 |
| Languages | — |
| Challenge | 1 |
The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.
The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage.
Melee Attack Roll: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder's leg and grappled (escape DC 12). The steeder can have only one creature grappled at a time.
Large monstrosity, Unaligned
| Armor Class | 14 (natural armor) |
|---|---|
| Hit Points | 30 (4d10 + 8) |
| Speed | 30 ft., climb 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 16 (+3) | 14 (+2) | 2 (-4) | 10 (+0) | 3 (-4) |
| Saving Throws | — |
|---|---|
| Skills | Perception +4, Stealth +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 14 |
| Languages | — |
| Challenge | 1 |
The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage.
Melee Attack Roll: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder's leg and is grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time.
Large beast, Unaligned
| Armor Class | 14 (natural armor) |
|---|---|
| Hit Points | 30 (4d10 + 8) |
| Speed | 30 ft., climb 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 16 (+3) | 14 (+2) | 2 (-4) | 10 (+0) | 3 (-4) |
| Saving Throws | — |
|---|---|
| Skills | Stealth +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 10 |
| Languages | — |
| Challenge | 1 |
The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The steeder can expend all its movement on its turn to jump up to 90 feet vertically or horizontally, provided that its speed is at least 30 feet.
Melee Attack Roll: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.
Melee Attack Roll: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12).