Ambusher. The wampa has advantage on attack rolls against any creature it has surprised.
Brute. A melee weapon deals one extra die of its damage when the wampa hits with it (included in the attack).
Blood Frenzy. The wampa has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Multiattack: The wampa makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Description
Mysterious and savage, little is known about Wampas other than to avoid them at all costs. The monstrous creatures dwell in the frigid cold of the Andal Wastes though few have been spotted across the Kagrenac Mountain range. Wise travelers heed the behavior of their mounts as they pass across the icy terrain, wary that they will sense the presence of these vicious predators long before they can be seen with the naked eye.
Wampa attacks are often solitary, utilizing ambush and brutality to take their quarry. A single Wampa will stalk its prey for miles, concealed in the snowbanks until an opportune moment to strike. The vicious assault will not end until the creature has claimed its kill from all contenders. They will rarely take live prey back to their lair, but myserious rumors persist of travelers waking in horror, frozen upside down on the ceiling of their cavernous lairs, panicking for an escape route. Where these stories come from is as much a mystery, as f
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