Master at running away. If the turkey received an attack in the last round, the turkey gains 15 additional feet of movement at the start of its turn.
Multiattack. The turkey flaps its wings and then makes a beak attack.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Flap wings. The turkey flaps its wings forward in a 30ft cone. All Medium or smaller creatures in the area must make a DC13 Strength saving throw or fall prone.
Elemental Breath (Recharge 6). The turkey exhales an elemental blast in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 45 (10d8) damage on a failed save, or half as much damage on a successful one. The damage type is determined by rolling in the following table. Roll 1d4:
- Fire damage
- Cold damage
- Lightning damage
- Acid damage
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