Elder Peryton
Large natural beast
Level 6 Elite Soldier XP 500

HP 144; Bloodied 72Initiative +9
AC 22, Fortitude 20, Reflex 18, Will 16Perception+11
Speed 2, fly 10
Saving Throws +2; Action Points 1


Peryton's Prey

At the start of each of its turns, the peryton chooses one creature it can see. That creature is the peryton’s prey until the start of the peryton’s next turn.


When the peryton moves on its turn, it pulls with it any creature grabbed by it. The peryton can pull the creature vertically off a solid surface. During this movement, the creature remains grabbed, and this movement does not provoke an opportunity attack from the grabbed creature.

Standard Actions

Antler Bash At-Will

Attack: Melee 2 (one creature); +11 vs. AC

Hit: 2d8 + 3 damage, or 2d8 + 8 against a creature designated as the peryton’s prey. In addition, the target falls prone.

Claw Snatch Recharge

Effect: Before and after the attack, the peryton can fly up to half its fly speed.

Attack: Melee 1 (one Medium or smaller creature designated as the peryton’s prey); +9 vs. Reflex

Hit: 3d6 + 8 damage, and the target is grabbed (escape DC 15).

Feast (healing) Encounter

Effect: Melee 1 (one dying humanoid). The target dies, and the peryton regains 20 hit points.

Minor Actions

Cursed Bite At-Will 1/round

Attack: Melee 1 (one creature); +11 vs. AC

Hit: 2d6 + 7 damage.

Effect: Until the end of the peryton’s next turn, the target takes 5 damage whenever it attacks a creature other than the peryton.

Triggered Actions

Stealth Dive Encounter

Trigger: The creature designated as the peryton’s prey makes an attack that doesn’t include the peryton as a target.

Effect (Immediate Reaction): The peryton charges the triggering creature.

Str 20 (+8)                Dex 18 (+7)                Wis 17 (+6)
Con 16 (+6)                Int 13 (+4)                Cha 12 (+4)

Alignment Chaotic Evil        Languages -

Published in Monster Vault: Threats to the Nentir Vale, page(s) 85.