Keen Hearing. With the bat like ears of the Blood Gnasher, they have an increases sense with hearing. The Blood Gnasher has advantage on Perception Wisdom checks as well as a +5 to its passive Perception.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 2) piercing damage. The Blood Gnasher heals half the damage dealt, rounded down, unless the creature has half its hit points or fewer, then it heals the full damage.
Claws. MeleeWeapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 8 (2d4 + 2) slashing damage. If the creature is a living creature, it must succeed on a DC 10 Constitution saving throw or take an additional 1d4 bleed damage at the start of their turn. This bleeding can be stopped with a healers kit, a successful Medicine check (DC 10), or if the creature is healed.
Description
Enter a general description for your monster here.
Comments