Dire Penguin
Large beast, unaligned
Armor Class
14 (natural armor)
Hit Points
37 (5d10 + 10)
Speed
25 ft., swim 50 ft.
STR
16 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
2 (-4)
WIS
11 (+0)
CHA
5 (-3)
Damage Resistances
cold
Senses
passive Perception 10
Saving Throws
Con +5
Skills
Athletics +5
Languages
--
Challenge
2 (450 XP)
Clumsy. The penguin is not as graceful on land as it is in the water. When on standing on solid ground, the penguin has disadvantage on Dexterity saving throws and any throws against an effect that would knock it prone.
Hold Breath. The penguin can hold its breath for 30 minutes.
Slide. If the penguin moves up to 10 feet in a straight line, it can jump prone as a bonus action, sliding along icy or otherwise slick surfaces. When it does so, the penguin immediately, and at the start of each of its turns moves its entire speed in the same direction it ran leading up to the slide. The speed of this slide may increase or decrease based on the incline or surface, as determined by the GM. If the penguin collides with a creature or object, the target takes 3 (1d6) piercing damage for every 10 feet the penguin’s slide would have moved it that turn. The penguin then takes half as much bludgeoning damage.
Swimming Leap. If the penguin spends at least 20 feet of its movement swimming in a straight line, it may immediately end this movement and perform a long jump up to a distance of 25 feet in the same direction as its last 20 feet of swimming. This jump may be used to jump out of the water and onto a solid surface.
Actions
Multiattack. The penguin makes two attacks with its beak.
Beak. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the penguin can’t use its beak on another creature.
Fling. The penguin flings one Medium or smaller creature it has grappled. The creature is thrown up to 20 feet in a direction of the penguin’s choice (up to 30 feet if the creature is Small or smaller) and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.