Night Feeder (5e Creature)
From D&D Wiki
Large monstrosity, unaligned
Saving Throws Dex +17, Con +15, Wis +10
Blinding Speed. The night feeder can Dash twice as a bonus action, has advantage on Dexterity saving throws, does not provoke opportunity attacks when it leaves a creature's range, and adds its Dexterity modifier to its attack damage in addition to its Strength (include in the calculation). If it succeeds on a Dexterity saving throw, it takes no damage. If it fails, it takes half damage. If the DC of the Dexterity save is 16 or lower, the night feeder automatically succeeds. The night feeder always goes first in initiative order.
Creature of the Dark. The night feeder has advantage on Dexterity (Stealth) checks made at night or in darkness, can see through magical darkness for 120 ft., and can hide as a bonus action while in darkness.
Legendary Resistances (3/Day). If the night feeder fails a saving throw, it can choose to succeed to instead. The only saving throw it cannot use this on is the Wisdom save from the Pyrophobia trait.
Pyrophobia. If the night feeder can see a fire source, such as a campfire or wall of fire spell, is within 120 ft. of it, it cannot approach that fire and has disadvantage on all attack rolls and ability checks, completely overriding its advantage, until that fire is no longer in sight, as though it was affected by the frightened condition. If the night feeder takes fire or radiant damage or a fire suddenly appears within 60 ft of it, such as from a spark or spell, it must make a DC 24 Wisdom saving throw at disadvantage. If the night feeder fails, it must use its action and bonus action to move away from the source of the fire and leave the combat.
Ripper. The night feeder automatically crits against a creature of the Beast type and automatically kills any creature that is CR 8 or lower.
Surprise Attack (1/turn). If the night feeder surprises a creature and hits it with an attack, the target takes an extra X (3d10) damage from the attack.
Sunlight Hypersensitivity. The night feeder takes 5 radiant damage when it starts its turn in sunlight (this includes its vulnerability to radiant damage). While in sunlight, it has disadvantage on attack rolls and ability checks.
Unfathomable Power. The night feeder's claws are magical. If the night feeder misses an attack with its claws, the damage is instead dealt any object or structure within 10 feet of the target. The night feeder's claw attack scores a critical hit on an 18-20.
Multiattack. The night feeder makes 3 claw attacks.
Bite. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (3d10 + 16) piercing damage. If the target is Medium or smaller, it is restrained until the night feeds let’s it go and the night feeder cannot make a bite attack against another creature until it does.
Claw. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (5d12 + 16) slashing damage. If this attack reduces the creature to 0 hit points, that creature dies, and the body is destroyed.
The night feeder can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The night feeder regains spent legendary actions at the start of its turn.
The night is often said to be filled with dangerous monsters, far beyond the beasts most folk encounter. From vampires to owl bears to goblins, it is not hard to see why many suffer from a fear of the dark. However, among those of the remotest regions, where they share their space with the ancient beasts known as dinosaurs, one monster stands above all others as the epitome of what goes bump in the night. Long claws, an eerie wail, blinding speed, and a psychopathic bloodlust, even the bravest warriors quiver in fear at the utterance of the name Night Feeder.