Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Giant, Sylvan
Resistances & Immunities
Traits
Amphibious
The shellycoat can breathe air and water.
Hazesight
The shellycoat can see through areas obscured by fog, smoke, and steam without penalty.
Keen Hearing
The shellycoat has advantage on Wisdom (Perception) checks that rely on hearing.
Regeneration
The shellycoat regains 3 hp at the start of its turn. If the shellycoat takes acid or fire damage, this trait doesn’t function at the start of the shellycoat’s next turn. The shellycoat dies only if it starts its turn with 0 hp and doesn’t regenerate.
Sunlight Petrification
If the shellycoat remains in nonmagical sunlight for 1 minute, it becomes petrified at the end of that minute.
Water Camouflage
The shellycoat has advantage on Dexterity (Stealth) checks made to hide while at least partially submerged in water.
Actions
Bite
+5 to hit, reach 5 ft (1.5 m). Hit: 1d6+3 piercing damage.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claw
+5 to hit, reach 15 ft (4.6 m). Hit: 2d8+3 slashing damage.
Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target is grappled (escape DC 13) if it is a Large or smaller creature. Until this grapple ends, the creature is restrained. The shellycoat has two claws, each of which can grapple only one creature.
Multiattack
The shellycoat makes one Bite attack and one Claw attack.
Shellycoat's Fog
While in contact with water, the shellycoat can create a 20-foot-radius sphere of fog centered on a point it can see within 60 feet of it for 1 minute. The sphere spreads around corners, and its area is heavily obscured. A creature that enters the fog for the first time on a turn or starts its turn there must succeed on a DC 13 Constitution saving throw or be poisoned and unable to breathe, unless it can breathe water, for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
About Shellycoat
Shellycoat is a medium fey with a Challenge Rating of 2. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 52 hit points (derived from 7d8 + 21).
Shellycoat has communication capabilities including Giant, Sylvan. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Shellycoat
1 tips available
GM Tips: Using Shellycoat
When using Shellycoat in your D&D 5e campaign, consider these tactical approaches:
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Regeneration Counterplay: This creature regenerates HP each turn! Players must deal enough damage to overcome regeneration. Certain damage types (acid, fire) may suppress regeneration. Plan sustained damage output.
Player Guide: Facing Shellycoat
1 strategies available
Player Guide: Facing Shellycoat
When your party encounters this creature, keep these strategies in mind:
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Counter Regeneration: This creature regenerates HP each turn! Deal enough damage to overcome regeneration. Use acid or fire damage if it suppresses regeneration. Plan sustained damage output.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 2.
Solo Encounter:
A single character of level 4 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 600 XP
- Hard: 900 XP
- Deadly: 1,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Shellycoat?
- Shellycoat has a Challenge Rating of 2, making it appropriate for parties of level 2.0.
- What type of creature is Shellycoat?
- Shellycoat is a Medium Fey, which affects how certain spells and abilities interact with it.
- What languages does Shellycoat speak?
- Shellycoat can communicate in Giant, Sylvan.
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