Minor spoiler warning for those of us who haven’t seen Fantastic Beasts & Where to Find them, nothing major about the plot though. So remember when Newt said his creatures weren’t dangerous in Fantastic Beasts & Where to Find Them? Well he lied. The nundu is a true nightmare known for killing off the populations of entire villages with their poisonous breath and there are no accounts of a nundu being subdued by less than 100 wizards. It only took 10 wizards to stun each of the dragons they used in the Triwizard Tournament if that gives you any idea of how powerful that makes these things. How Newt managed to get one into his bag is anyone’s guess. The nundu will use their roar or poisonous breath to start encounters off on their own terms and move in to rip their prey to sheds.

Nundu

Armor Class 18 (natural armor)

Hit Points 309 (20d20+50)

Speed 50 ft.

Str 26 Dex 22 Con 26 Int 8 Wis 10 Cha 8

Saving Throws Dex +7, Con +10

Skills Athletics +10, Intimidate +7, Perception +8, Stealth +9

Damage Immunities poison

Condition Immunities frightened, poisoned

Senses darkvision, passive Perception 12

Languages

Challenge 22 (30,000 XP)

Keen Hearing and Smell. The nundu has advantage on Wisdom (Perception) checks made that rely on hearing or smell.

Growth. The nundu causes its head to swell to several times its normal size granting it advantage on Charisma (Intimidation) checks.

Legendary Resistance (3/day). If the nundu fails a saving throw, it can choose to succeed instead.

Magic Resistance. The nundu has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The nundu uses bit and makes 2 claw attacks.

Bite. Melee Weapon Attack. +13 to hit, reach 5 ft., one target. Hit: target takes 22 (2d10+10) piercing damage.

Claw. Melee Weapon Attack. +13 to hit, reach 5 ft., one target Hit: target takes 16 (2d8+10) slashing damage.

 Roar (Recharge 5-6). Each creature within 60 ft. of the nundu must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the nundu’s roar for the next 24 hours. All creatures within range also take 24 thunder damage and are deafened for 1 minute.

Poison Breath (Recharge 5-6). The nundu exhales a poisonous gas in a 100 ft. cone. Each creature in that area must succeed on a DC Constitution saving throw. On a failed save the target takes 70 (7d10+20) poison damage and the target is poisoned. On a success, the target is not poisoned and only takes half of the damage. The cloud dissipates after 1 minute normal wind.

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