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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Xanka/

Xanka

Xanka

Small construct, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 18 (4d6+4)
  • Speed 25 ft., climb 15 ft.
  • STR
    10 (+0)
  • DEX
    15 (+2)
  • CON
    12 (+1)
  • INT
    4 (-3)
  • WIS
    10 (+0)
  • CHA
    7 (-2)
  • Condition Immunities charmed, exhaustion, frightened,
  • Senses blindsight 120 ft., passive Perception 10
  • Languages Understands the languages of its creator but can't
  • Challenge 1/4 (50 XP)
  • Ingest Weapons. When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent -1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches -5, the weapon is destroyed. Even magic weapons are subject to this effect.
  • Magic Weapons. The xanka's weapon attacks are magical.
  • Constructed Nature. A xanka doesn't require air, food, drink, or sleep.

Actions

  • Absorb. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature's turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.

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