pack mind. the wargal can communicate telepathically with other wargals within 60 feet of it.
fear of horses. the all wargals have a fear of horses. when they encounter a creature riding a horse or horse-like creature, they become frightened of it for the next 24 hours
minor intellect. all wargals have very weak minds and can be controlled by other creatures. all creatures with an intelligence score of 18 or higher can detect an odd feeling when near a group of 15 or more wargals. if the creature spends 2 weeks with the pack of wargals it can project images and simple ideas into there minds and can gain control over them. other creatures can detect the odd feeling but cant share ideas with wargals that are linked to another creature in this way
multi-attack. the wargal makes 2 melee weapon attacks.
long sword. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 +2) slashing damage if used in 2 hands
spear. melee or Ranged Weapon Attack: +2 to hit, range 20/60 ft., reach 5 ft., 1 target. Hit: 6 (1d8 + 2) piercing damage or 7 (1d10 +2) piercing damage if used in 2 hands
Description
long doglike fangs and long snouts, these creatures are covered in short, dark hair and are very muscly.
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Posted Dec 25, 2021I think that you should add a claw attack and/or a bite attack. I like that you add the minor intelligence part.