Aggressive. As a bonus action, the wastelander can move up to its speed toward a hostile creature that it can see.
Charge. If the wastelander moves at least 20 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Pack Tactics. The wastelander has advantage on an attack roll against a creature if at least one of the wastelander's allies is within 5 feet of the creature and the ally isn't incapacitated.
Ruin Dweller. The wastelander has advantage on Dexterity (Stealth) checks made to hide in ruins, and its speed is not reduced in difficult terrain composed of rubble.
Multiattack. The wastelander makes two melee attacks.
Spiked Bat. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage and 3 (1d6) piercing damage.
Pipe Gun. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 9 (2d8 + 1) piercing damage.
Previous Versions
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11/26/2018 3:00:17 PM
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10
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1
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Coming Soon
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