Monsters:
Wrot
 
 
By: Bob Luigjes
Type: Aberration
Difficulty: CR 5
Game: Dungeons & Dragons (D&D)

Small Aberration
Hit Dice: 5d8+5 (27 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft., climb 30 ft.
AC: 18 (+1 size, +3 Dex, +4 natural)
Attacks: 4 arms slap +7 melee, bite +4 melee, longsword +7 melee
Damage: Longsword 1d8+3, arm slap 1d2+3, bite 1d2+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: improved grab, constrict 1d4+3 or 2d4+6, bloodspurt
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 16, Dex 16, Con 13, Int 4, Wis 11, Cha 6
Skills: Climb +16, Hide +14, Move Silently +5, Jump +14, Spot +4
Feats: Improved Initiative
Climate/Terrain: Any underground
Organisation: Troop (4-25)
Challenge Rating: 5
Treasure: 1/10 coins; 30% goods; 50% items
Alignment: Usually lawful evil
Advancement: 6-7 HD (Small); 8-12 HD (Medium-size)

A Wrot is a completely black creature which looks a little like a monkey, only it has four arms and two legs. It dwells in dark forest, where they hunt for food. They live in a troop, although it isn't too large.

Combat
When a group humanoids travels through their realm, Wrots follow it, climbing tree by tree, hiding and studying the group. They wait for the right time to attack and then jump out of the trees from all sides, they prefer to jump on top of their victims.
They always try to grab a creature and hold it, constricting it with two arms and using their other two arms to hit their victim with their black longswords. If they jump right on their victims head, they grab it and constrict it with 4 arms.
Improved Grab (Ex): To use this ability, the Wrot must hit an opponent of up to Large size with an arm attack. If it gets a hold, it can constrict.
Constrict (Ex): If the grapple check succeeded against a large or smaller creature, it can constrict it either with two arms for 1d4+3 damage, or with 4 arms for 2d4+6 damage. When they constrict at someone's head, the person can hardly get the creature off. An ally who hits a Wrot which is on top of their friend's head, has a 10% chance to cut trough the Wrot and hit his friend in his head.
Bloodspurt (Ex): When a Wrot is hit, black blood will spurt out to all sides. Every person within 5 ft. of the creature, including the one hitting the Wrot, must make a reflex save DC 16 to avoid being hit by the blood. The blood is poisoned, a fortitude save, DC 15, has to be made. A succeeded save means no damage. The blood deals 1d2 initial constitution damage and 1d2 secondary constitution damage. The damage is temporary. A Wrot will only spurt blood once.

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