Large Monstrosity, Unaligned
Armor Class: 16 (Natural Armor)
Hit Points: 115 (11d10+55)
Speed: 25 ft., Jump 80 ft.
STR 20/+5
DEX 18/+4
CON 20/+5
INT 3/-4
WIS 14/+2
CHA 3/-4
Skills: Athletics +9
Senses: Darkvision 60 ft., Passive Perception 12
Languages: –
Challenge: 7
Proficiency Bonus: +3
“A beer with such a strong foamy head must surely come from a headstrong brewer, just make sure he doesn’t get too high on his own supply, as it might be your head that hurts in the morning instead”
Sky Jumps. The Cloud Hopper has a special Jump movement speed that it can use only to make a single jump once per turn. It can jump up to its full jump movement speed and without requiring a running start. It can also combine the effects of both a long jump and high jump.
While not incapacitated or restrained, Cloud Hopper is immune to fall damage.
Foam Clouds. As a bonus action, Cloud Hopper can create a cloud of frothy foam within 80 feet of it in an unoccupied space of its choice. The cloud is a disc with a 20 foot radius and thickness of 5 feet, that can float in the air without falling.
Creatures can move on the cloud as if it was solid ground, but it’s considered difficult terrain for creatures other than the Cloud Hopper.
Foam Clouds last for 1 minute before they dissipate
Foam Clouds can be destroyed, they are considered objects with AC 10 and 50 Hit Points.
- Ale Rain. If the Foam Cloud takes damage, a beer-like substance starts raining from it, all creatures directly under the cloud gain the Cloud Hopper’s Sky Jumps ability for 1d4+1 Turns, as well as its 80 ft. Jump Speed.
They must however also make a DC 16 Constitution saving throw, becoming Poisoned on a failure.
If a creature is already under this effect, it also takes 5d10 Poison damage, or half as much on a success.
- As a bonus action, Cloud Hopper can activate the Ale Rain effect from one of its clouds, but it also affects creatures standing on the cloud, as alcoholic vapours start emerging from it.
Actions
- Multiattack. Cloud Hopper makes two attacks of its choice.
- Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21(3d10+5) bludgeoning damage and the target must make a DC 16 Strength Saving throw, being pushed 10 feet away from the Cloud Hopper on a failure.
- Flying Headbutt. If the Cloud Hopper is at least directly 80 ft. above a creature, it can descend upon them and try to hit them with a devastating Headbutt. The creature must make a DC 16 Dexterity saving throw, taking 8d10 bludgeoning damage and being stunned until the end of their next turn on a failure, or only half as much damage without being stunned on a success.
- Cloud Hopper can use this action as part of its Jump, if it finds itself directly at least 80 ft. above a creature at any time during the jump.