Marine Decapus. A marine decapus is similar to its
land-dwelling cousin, except that it gains a swimming
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Geonid
Also known as rocklings and rock hermits, geonids are
small, intelligent cave dwellers that originated on the
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Dark Lairs. Geonids live in natural tunnels and caves.
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min, as well as on cave lichen and moss. Geonids like
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creatures larger than themselves except to rob them or
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lets them discern what other creatures have been in the
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to determine whether other creatures have trespassed
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Geonid
Small elemental, neutral
Armor Class 17 (natural)
Hit Points 26 (4d6 + 12)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 16 (+3) 9 (–1) 14 (+2) 11 (+0)
Skills Perception +4, Stealth +2
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Actions
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.
Stone Tell. The geonid touches a stone object or surface and
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stone in the past 24 hours. The geonid can also determine the
number of creatures of each type, but not their identities.
To p i
Small undead, chaotic evil
Armor Class 13 (natural)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR DEX CON INT WIS CHA
7 (–2) 15 (+2) 12 (+1) 6 (–2) 10 (+0) 5 (–3)
'DPDJH5HVLVWDQFHV bludgeoning
'DPDJH,PPXQLWLHV poison
Condition Immunities poisoned
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speak
&KDOOHQJH 1/2 (100 XP)
Turn Resistance. 7KHWRSLKDVDGYDQWDJHRQVDYLQJWKURZV
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Undead Fortitude. ,IGDPDJHUHGXFHVWKHWRSLWRKLWSRLQWV
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damage taken, unless the damage is radiant or from a critical
hit. On a success, the topi drops to 1 hit point instead.
Actions
Venomous Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) poi-
son damage, and the target must succeed on a DC 11 Consti-
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next turn.