My Dad’s Monster Manual – Displacer Beast

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Let’s see what my father thinks of the displacer beast.

Marona (Displacer Beast)

Ooooh! Is that six legs?

Lucian J. Introcaso

The monstrous, six-legged marona is a muscle-rippled, 800-pound, infernal panther with two tentacles that end in mouths coming out of its shoulders.

Infernal Pets. Greater devils create maronas from the souls of evil awakened animals. The giant cats live in packs among the fiendish soldiers of the Blood War. Their stealth and speed make maronas ideal ambushers and scouts. The extra mouths at the ends of their tentacles make them expert trackers, able to follow the scent of any creature on the same plane.

Hunters of Mortals. When a mortal breaks a contract with a greater devil, the devil sends one or more maronas to the Material Plane to hunt the mortal. Though the great cats are often sent to kill their victims, they have the ability to grab another creature with their tentacles and drag it back to the Nine Hells alive.                  

Contracted Fiends. Greater devils often offer the services of a pack of maronas as a way to tempt mortals into deals. Humanoids willing to sell their soul or service to a devil could get the faithful service of a pack to act as assassins, guardians, hunters, or soldiers bolstering an army.

Marona

Large fiend, lawful evil


Armor Class 13

Hit Points 51 (6d10 + 18)

Speed 50 ft.


STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +5

Damage Resistances fire

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 13

Languages understands Infernal but can’t speak

Challenge 2 (450 XP)


Camouflage. The marona has advantage on Dexterity (Stealth) checks made to hide in areas of dim light or darkness.

Keen Smell. The marona has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the marona moves at least 20 feet straight toward a creature and then hits it with its claws on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the marona can make one bite attack against it as a bonus action.

Track Creature. If the marona gets the scent of a creature, it knows the direction to the creature’s location, as long as that creature is on the same plane as the marona. If the creature is moving, the marona knows the direction of its movement.

Actions

Multiattack. The marona makes two tentacle attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until the grapple ends, the marona can’t use this tentacle on another target. The marona has two tentacles.

Infernal Portal (1/Day). The marona opens a 10-foot-square gate to its home in the Nine Hells within an unoccupied space within 30 feet of it that last for 1 minute. The marona must concentrate on the gate as if concentrating on a spell.

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