Cultist of Grall. The vulture has advantage on saving throws against being poisoned and is immune to being frightened by undead.
Dark Devotion. The vulture has advantage on saving throws against being charmed or frightened.
Cloak of the Dark Gods. The vulture can cast greater invisibility at will and makes stealth checks at advantage.
Nimble Escape. The vulture can take the disengage or hide action as a bonus action on each of its turns.
Multiattack: The vulture makes two melee attacks with its scimitars.
Scimitar: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage plus 6 (2d6) poison damage. A creature hit by the vulture's scimitar attack must make a DC 14 Constitution saving throw or be poisoned until the poison is removed. The creature may make the save at the end of each of its turns.
Blowgun: Ranged Weapon Attack: +6 to hit, range 25/100 ft., one target. Hit: 3 (1+4) piercing damage plus 6 (2d6) poison damage. A creature hit by the vulture's blowgun attack must make a DC 14 Constitution saving throw or be paralyzed until the poison is removed. The creature may make the save at the end of each of its turns.
Hunter's Mark: The vulture may subtle cast hunter's mark as a bonus action.
Description
Vultures are the assassins and spies of the Cult of Grall.
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