Charge. If the Charr moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Expert Hunter Recall. The Charr can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the Charr can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Claws. Charr are rather adept at using their natural claws as weapons. Per action they can instead attack twice with their sharp claws.
Taste. Charr have a fondness for exotic meats and beverages. They won't hesitate to cook and eat people alive.
Greataxe. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 10) slashing damage.
Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 10) piercing damage.
Claws. Natural Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 10) slashing damage.
SENTINEL.
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Pack Call. Can blow on its Warhorn to summon 1d12 other Charr to aid itself in battle.
Description
Their fur stained with the blood of fallen foes, Charr are massive, Lionlike humanoids with horns whose roar is a savage battle cry that all civilized creatures fear.
Comments