b'Vemacar, Adult \n'b'  Family:   Vemacar  \n'b'  Large   ravager  (devastation),  chaotic evil or unaligned  \n'b'  Armor Class  17 (natural armor) \n'b' Hit Points  127 (17d10 + 34);  Wound Threshold  32 \n'b' Speed  40 ft.\n'b' STATS STR: 18 (+4) DEX:  16 (+3)  CON:  15 (+2)  INT:  8 (-1)  WIS:  16 (+3)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +8,  Dex  +6 \n'b' Skills   Athletics  +8,  Perception  +7 \n'b' Damage Vulnerabilities  psychic, thunder \n'b' Damage Resistances  poison; bludgeoning, piercing and slashing from non-magical attacks \n'b' Condition Immunities   blinded ,  charmed ,  frightened , numbed,  poisoned ,  restrained  \n'b' Senses  blindsight 60 ft., passive  Perception  17 \n'b' Languages  Phantasm \n'b' Challenge  9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Corrosive Fluids . After dealing a Wound or a critical hit to the adult vemacar, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor). \n'b'  Posthumous Explosion . When the adult vemacar dies, it lets out a death rattle, recognizable by ravagers within 300 feet of it, before disappearing in an explosion of corrupted energy. Each creature within 10 feet of it must make a DC 14  Dexterity  saving throw, taking 16 (3d10) necrotic damage on a failure, or half as much damage on a success. If a target takes damage this way, apply the Corrosive Fluids effect to its armor. \n'b'  Regenerate . The adult vemacar regains 10  hit points  at the start of its turn if it has at least 1 hit point. If the adult vemacar takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the adult vemacar\xe2\x80\x99s next turn. \n'b'  Standing Leap . The adult vemacar\xe2\x80\x99s long jump is up to 30 feet, and its high jump is up to 15 feet, with or without a running start. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The adult vemacar makes three frenzied strike attacks. If two attacks hit the same target, that target is  grappled  (escape DC 16). Until this grapple ends, the adult vemacar can make one Decaying Bite  attack  against the target as a bonus action. \n'b'  Decaying Bite .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) piercing or slashing damage. \n'b'  Frenzied Strike .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 11 (2d6 + 4) piercing or slashing damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Cunning Action . The adult vemacar can take the  Dash ,  Disengage , or  Hide  action. \n'b'  Death Rattle . The adult vemacar lets out a shrill cry. Each creature within 60 feet or less of it must make a DC 12  Wisdom  saving throw. On a failure, the creature is  frightened  for 1 minute and takes 4 (1d8) psychic damage at the start of each of its turns while  frightened . The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b'  Adaptative Armor . When the adult vemacar takes damage, it gains  resistance  against damage of the same type until the end of its next turn. This  reaction  cannot be used against psychic and thunder damage. \n'b'\n'b' ABOUT \n'b' The vemacar, or Cankerous hunter, is a fearsome-looking ravager combining speed, power, and imposing  size . Its  hide  is as hard as plate armor. Its hind legs are reminiscent of an ox, with two large, bony spikes growing at the hips. Its vaguely humanoid forearms seem too long and possess an extra elbow. Its hands  bear  long, sharp claws. The chest of the vemacar is open and shows its spread ribs, between which pockets of corrupted fluid are found. Long, pointy teeth line the top and bottom parts of its maw, and it also has a trailing tail. The vemacar is blind, but it can easily detect the noise made by its prey thanks to its bony crest. This ravager is as sensitive to sound as it is vulnerable to it. \n'b' The vemacar has three stages of growth: young, adult, and ancient. A young vemacar is born from a Cankerous nest after a year of gestation in an opalescent cocoon. \n'b' It quickly leaves the nest to hunt in the Netherworld. It can then follow various paths, which can merge or not: \n'b'  Scout hunter . This vemacar looks for tracks indicating a humanoid presence and methodically eliminates them. It can also discover maelossas and report their presence to its peers using the Phantasm network. There are no reports of ancient vemacars acting as scout hunters. When a Cankerous prince gathers legions, the vemacar uses its field experience to harass opposing troops in quick, targeted attacks. \n'b'  Defender hunter . This vemacar binds itself to a nest (the one of its birth or another) that was recently created and is lacking protectors. There it stays forever, hunting in the vicinity to feed the beating growth. In the ancient stage, it almost never leaves the nest.'