Amphibious. The abnai can breathe air and water.
Blood Frenzy. The abnai has advantage on melee attack rolls when the abnai doesn't have all its hit points.
Water Dependency. If the abnai fail to immerse itself in water for at least 1 hour during a day, it suffers one level of exhaustion at the end of that day. It can only recover from this exhaustion through magic or by immersing itself in water for at least 1 hour.
Multiattack. The abnai makes two attacks with its claws.
Small Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The abnai has two claws, each of which can grapple only one target.
Giant Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 2) slashing damage, and the target is grappled (escape DC 12). The abnai has two claws, each of which can grapple only one target.
Description
Abnai are a tribe of crab-people who dwell in the murky depths. When an Abnai’s exoskeleton is penetrated, it is overcome by a frenzy for blood.
Previous Versions
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