Keen Senses (Sight): This creature has advantage on Perception (WIS) checks that use their sense of sight.
Multi Attack: This creature can make two Bite or Claw attacks each round.
Pack Tactics: This creature has advantage on attack rolls to attack creatures within 5ft of a friendly creature that isn't incapacitated.
Vocal Mimicry: This creature can attempt to mimic the voices of other beasts it's heard. This is treated as a Performance (CHA) check.
Bite: 5ft range, +5 to hit, 1D6+3 Piercing damage.
Claw: 5ft range, +5 to hit, 1D6+3 Slashing damage.
Leap: 15ft/20ft range, +5 to hit, 1D6+3 Piercing damage. A medium or smaller creature hit by this attack must pass a DC13 STR save or be knocked Prone.
Commanding Call: When this creature is at half its original hit points or less, this creature can use an action to summon 1D2 Aceroraptors. That arrive at the start of the Acerodromes next turn.
Description
The leaders of Aceroraptor packs are called Acerodromes. As well as being larger and having more impressive crests, they can be marked out by a unique call that only they can make. Acerodromes are responsible for leading their pack to successful hunts and where prey is plentiful. As they age, their scales darken until they're almost red though the brutal lives they lead means that old Acerpdromes are rare and dangerous.
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