Keen Hearing and Smell. The Alriyah cave hunter has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The Alriyah cave hunter has advantage on an attack roll against a creature if at least one of the alriyah cave hunter's allies is within 5 feet of the creature and the ally isn't incapacitated.
Tunneler. The Alriyah cave hunter can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.
Regeneration. The Alriyah cave hunter regains 10 hit points at the start of its turn if it has at least 1 hit point. If the alriyah cave hunter takes radiant damage this trait doesn't function at the start of the alriyah cave hunter's next turn.
Multiattack. The Alriyah cave hunter makes two stab attacks or two spike attacks.
Enhanced Stab. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) acid damage.
Enhanced Spike. Ranged Weapon Attack: +7 to hit, range 80/120 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) acid damage.
Description
An insectoid monster modified from a Kruthik, branded with Qaramzi Alriyah's sigil. Skilled at not only burrowing passageways for particular projects but assailing those that would intrude on said projects as well.
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