Medium Swarm of Medium humanoids, Chaotic Evil
Armor Class 12 (Human skin armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Athletics +2, Intimidation +2
Senses Passive Perception 10
Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Hunger & Satisfaction

When you eat 1 pound of live or fresh meat, your satisfaction increases by 1 and you gain 8 temporary hit points, these temp HP stack to a maximum of your max hit points. Your satisfaction has a maximum equal to your level and a minimum of 0.

When you spend a hit dice, you can also digest 1 pound of meat, decreasing your satisfaction by 1 and maximizing the hit points you gain from the hit dice.

Snap meal

You have a bite attack, on a hit it deals 1d6 piercing damage and you consume 1/10 of a pound of meat per point of damage. When you are not fully satisfied and you make a bite attack or an attack with a light weapon, you can make a bite attack as a bonus action.

Consumption

You gain strength from those you have eaten. When you are fully satisfied you gain a +1 bonus to melee attack and to all saves and you add your con modifier to weapon damage rolls.

When you are fully satisfied you can choose to go mental, until the beginning of your next turn you have advantage on weapon attacks and at the beginning of your next turn you lose 2 points of satisfaction.

Predator´s Gaze

You have hunted, killed and consumed so much that in your heart you are a predator and those around you are your prey. You can use your action to stare into a creature's eyes, who is within 30 feet, and they must succeed a wis saving throw or become paralyzed with fear, they get to remake the save whenever they take damage or you do something other than move toward them and automatically succeed if you move away from them or they can't see your eyes. Once they have succeeded on a saving throw, they have advantage against this feature until they complete a long rest.

Blood hound

You have advantage on perception and survival checks using smell and you can smell a drop of blood 30 feet away in still air.

Insane

You have advantage against being frightened. When a creature fails to frighten you, they must make a wis save or become frightened of you

Actions

Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn.

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the cannibal can bite only the grappled creature and has advantage on attack rolls to do so.

Bonus Actions

Opportunist Feasting

You can always make a bite attack as a bonus action. You can use your reaction when a creature within 5 feet makes an attack roll, to make a bite attack.

Bite. 

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the cannibal can bite only the grappled creature and has advantage on attack rolls to do so.

 

Reactions

Opportunist Feasting

You can always make a bite attack as a bonus action. You can use your reaction when a creature within 5 feet makes an attack roll, to make a bite attack.

Description

Cannibals rove and fight in gangs and are sometimes led by thugs, veterans, or spellcasters. All cannibals are evil. Famine can often drive otherwise honest folk to a life of cannibalism. 

Monster Tags: NPChumanoid

Habitat: ArcticCoastalDesertForestHillUrban

BloodyMarey

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