Keen Hearing. Blood Gnashers have bat-like ears, which makes their sense of hearing sharp. The Blood Gnasher has a +5 to passive perception as well as advantage on hearing-based Perception checks.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The Blood Gnasher heals half the damage dealt, rounded down, unless the target is grappled or bleeding, then it heals the full amount.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a living creature, it must make succeed on a DC 10 Constitution save or take an additional 1d4 bleed damage immediately and at the end of the target's subsequent turns. Bleeding can be stopped with a healer's kit, a successful Medicine check (DC 10), or if the creature is healed.
Description
Rarely seen outside of the necromantic state of Drathnia, Blood Gnashers have a head reminiscent of a bat with large ears and small eyes with one key difference being that they have no nose. They have needle-like teeth in their small mouths and sharp, serrated claws. Their pale flesh is unusually hard. Blood Gnashers usually stand at a little over five feet, appearing shorter due to their tendency to hunch over.
Previous Versions
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8/9/2021 1:07:25 AM
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12
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1
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8/9/2021 1:18:08 AM
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16
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1.3
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Coming Soon
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