Keen Hearing and Smell. The Volcra has advantage on Wisdom (Perception) checks that rely on hearing or smell. If any creature within 1 mile isn't at full hit points, the Vulca can perform a Wisdom (Perception) check with advantage to determine the source.
Sense Light. The Volcra can sense the presence of any light source within 1 mile, and is immediately drawn to it.
Sunlight and Magical Light Hypersensitivity. The Volcra won't willing enter a space with sunlight or magical light, non-magical light has no effect. If it starts it's turn within Sunlight or Magical Light, it takes 1d6 radiant damage, and tries to get out of the lights range. While within Sunlight or Magical light, the Volcra has disadvantage on ability checks and saving throws, and can't take any actions other than move.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the Claws can’t be used to attack a different target. When the Volcra moves, it can drag a Medium or smaller target it is grappling at full speed.
Description
The volcra resemble humans, only with long, dirty claws, leathery wings, and rows of razor-sharp teeth. They feast on human flesh and tended to move in small flocks. When wounded, they bleed black. They are blind from living in the Fold for so long.
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