Size:
Small
Type:
Magical Beast
Form:
Temper:
capricious, from social to antisocial
# App:
1, 2, 1d4 + 1
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: skirmisher
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: 6 (1d8 + 2) piercing damage.
Action
Claws
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Action
Multiattack
The voonith makes two attacks: one with its bite and one with its claws.
Action
Tail
Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained and the voonith can't attack other targets with its tail.
Special
Amphibious
The voonith can breathe air and water.
Special
Pounce
If the voonith moves at least 20 feet straight toward a creature and then hits it with both a claw attack and a bite attack on the same turn, the voonith can make one tail attack against it as a bonus action.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
bite
8 (1d6+1 plus

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Amphibious|Blood-Freezing|Howl
The creature can breathe air and/or water.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Ability Focus (blood-freezing howl)
Action
Feat 2
Skill Focus (Perception)
Action
Feat 3
Weapon Focus (bite)
Action
Melee 1
bite +8 (1d6+1 plus trip)
Action
Melee 2
4 claws +7 (1d3+1)
Special
Blood-Freezing Howl (Su)
As a standard action, a voonith can unleash a bloodcurdling howl. All creatures within a 30-foot-radius burst must succeed at a DC 15 Will save or become dazed for 1 round and then shaken for an additional 1d6 rounds. Any creature that makes a successful save against a voonith's howl is immune to the same voonith's howl for 24 hours. This is a sonic mind-affecting fear effect. The save DC is Charisma-based.
These amphibian predators have pale skin marred by gray pustules. They evolved from salamanders, which is obvious in the shape of their heads, their protruding eyes, and wide grinning jaws. Vooniths have two forelegs but no hind limbs, while their bodies stretch out behind, eel-like and finned. The front claws of the voonith are broad and strong like a spade, used for both slashing and burrowing.
Vooniths live in swamps and lowlands and have both lungs and gills. They dig underwater burrow complexes, sometimes quite lengthy and complex. Openings to the burrow are often on land, where they might just look like mud puddles. A typical voonith attack consists of the creature bursting from its burrow opening or a body of water to seize a victim in its jaws and claws and try to pull its prey underwater. Vooniths are insatiable.
Vooniths are not a real danger to a well-equipped or prepared party, but they are dangerous to pack animals or those traveling alone. While vooniths cannot truly be tamed, sometimes other beings cultivate voonith burrows near the entrances to their own citadels, as a means to discourage or debilitate invaders.
Disease Carriers. Some vooniths carry sewer plague or more unusual diseases. If one does, a creature hit by the voonith's bite must succeed on a DC 12 Constitution saving throw or contract the disease. Being a carrier doesn't change a voonith's challenge rating.
5e SRD