Speed Beast (5e Creature)

Speed Beast

Medium monstrosity, neutral evil


Armor Class 20
Hit Points 12 (2d8 + 3)
Speed 80 ft.


STR DEX CON INT WIS CHA
14 (+2) 30 (+10) 10 (+0) 10 (+0) 11 (+0) 18 (+4)

Saving Throws Str +5, Dex +13, Con +3
Skills Acrobatics +13, Intimidation +7, Perception +3, Sleight of Hand +13, Stealth +13, Survival +3
Damage Immunities radiant, necrotic
Condition Immunities exhaustion, frightened, paralyzed, petrified
Senses passive Perception 13
Languages
Challenge 7 (2,900 XP)


Blinding Speed. If the speed beast moved more than 50 feet on its last turn, all attempts to hit it with ranged weaponry have disadvantage.

ACTIONS

Quick Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Speed Theft (Recharge 5-6). If the speed beast is within 20 feet of a creature, and that creature has a movement speed (of any type) of at least 15 feet, it may choose to steal its speed. On that creature's next turn, its walking speed drops to 5 feet (if not lower), it may not use any other kind of movement (e.g. flying), and it has disadvantage on all dexterity checks and saving throws.

Speed Clone (Recharge 6). The speed beast moves between a pair of points so quickly, it appears to be in two places at once. Both of these "clones" are the same as they were before, except both of their walking speeds drop to 40 feet. If either one is afflicted with some sort of condition, the other is afflicted in the same way. If one of the clones takes any amount of damage, the other disappears, the two of them merging into one, regaining their original speed.

Blur (2/Day). The speed beast moves around so quickly that it becomes invisible. In order to use this action, the speed beast must not be within 5 feet of any other creatures. While it is blurred, all attempts to hit it or spot it with a dice roll have disadvantage. This effect ends if the speed beast moves within 5 feet of another creature, or if another creature moves within 5 feet of the speed beast. When it does, the creature that interrupted the speed beast takes 5 (2d4) bludgeoning damage.

REACTIONS

Quick Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Think Fast. If a non-magical ranged projectile manages to hit the speed beast, it makes a DC 20 Dexterity saving throw. If it succeeds, it catches the projectile and takes no damage; if it fails, it takes damage as normal.

LEGENDARY ACTIONS

The speed beast can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The speed beast regains spent legendary actions at the start of its turn.

Quick Strike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

This particular speed beast appears as a young woman.

The speed beast is a rare monster that terrorizes nearly every plane of existence, but is seldom seen. Nobody quite knows what a speed beast looks like in detail; even when standing still, it vibrates so quickly it becomes a blur. The most people can discern about it is that it resembles the silhouette of a humanoid, such as the one above, in the form of a woman. Legend has it that speed beasts are souls who were betrayed in life, and are now little more than shadows of themselves. Apart from this, little else is known about the speed beast. It kills off other creatures at random, but has never been seen eating anything; because of this, many think that the speed beast almost always kills for sport, rather than for food. Their motives, their cultures, their lives—all of these remain mysteries.


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