Size:
Large
Type:
Monstrosity
Form:
Temper:
# App:
1, 2, 3d4
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: brute
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Action
Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Action
Multiattack
The leucrotta makes three attacks: one with its bite and two with its claws.
Special
Mimicry
The leucrotta can mimic any words or phrases it has heard, as well as the voice which said them. It does not need to understand the language spoken. A creature that hears the voice can tell it is an imitation with a successful DC 13 Wisdom (Insight) check.
Special
Shadowlike
The leucrotta has advantage on Dexterity (Stealth) checks while in darkness and areas of dim light.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 hooves
5 (1d6+2)
Action
bite
10 (2d6+7/19-20)
Special (Ex)
Powerful Bite
Special (Su)
Lure (Su)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Lure|Sound Mimicry
At any point that a leucrotta's targets are unaware of it (for example, if the leucrotta is hiding or concealed in darkness), the leucrotta can call out to the targets, who must be in line of sight and within 60 feet. When the leucrotta calls out, the targets must make a Paralysis save or fall under the effects of a suggestion to approach the sound of the leucrotta's voice. This effect functions identically to a mass suggestion spell with a caster level of 18. A creature that saves cannot be affected again by the same leucrotta's lure for 24 hours. The lure is a language-dependent effect, and if the leucrotta uses the victim's name during the lure, the victim suffers a -4 penalty on its saving throw. This is a sonic mind-affecting charm effect.
Special
|Lure|Sound Mimicry
The creature perfectly imitates certain sounds or even specific voices. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy's captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn't know.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Language Adaptation
A leucrotta can learn any language it hears spoken for at least 10 minutes, adding it to its languages known and replacing the language it previously learned using this ability. Typically, a leucrotta knows Gnoll as the language granted by this ability.
Ability
Luring Cry
2 circumstance penalty to their saving throw to resist the ability. On a successful save, a creature is temporarily immune to Luring Cry for 24 hours.
Ability
Sound Mimicry
The leucrotta perfectly imitates voices and speech and attempts a Deception check against listeners' Will DC to fool them. The leucrotta gains a +4 bonus to this Deception check if it has listened to the creature it's imitating for at least 10 minutes at any point in the last 24 hours. The leucrotta can't duplicate voice-based abilities or spells, though it can perfectly mimic the sound of verbal spellcasting and can attempt to deceive constructs or undead that respond to voice commands. The leucrotta can't imitate speech in languages it doesn't know.
Offense
Melee
Circumstance: combat round (melee)
jagged jaws +15 [+10/+5] (fatal d10), Damage 2d8+8 slashing
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Born from couplings of gnoll and hyena, leucrottas take on the predatory cunning of their parents. More lightweight and lean than a hyena, with the long legs of a hunting dog, leucrottas are swift and silent. By some quirk of their demonic heritage, leucrottas have the ability to eerily mimic voices, which they will most commonly use to lure unwary travelers to their doom, or to split up and confuse a defensive force before an attack.
5e SRD