Leap: If this creature moves at least 20ft in a straight line and makes a successful Claw attack against a medium or smaller target, the target must pass a DC12 STR save or be knocked Prone.
Keen Senses (Smell): This creature has advantage on Perception (WIS) checks that use their sense of smell.
Paralytic Toxin: This creature is immune to the Paralysed condition.
Bite: 5ft range, +4 to hit, 1D6+2 Piercing damage.
Claw: 5ft range, +4 to hit, 1D6+2 Slashing damage.
Tail: 5ft/10ft range, +4 to hit, 1D8+2 Piercing damage. A creature hit by this attack must pass a DC12 CON save or become Paralysed until the start of their next turn. When this attack is successfully used, it’s paralysing effect recharges on a 5+ on a D6. This roll is made at the start of the user’s following turns.
Description
Attilloraptors are predatory reptiles that dart across the dunes and mesas of Keskerro. Each one is roughly as tall as a horse have striped brown scales and bear a mane of spikes and a heavily armour tail covered in tough arrow shaped scales. Their barbed tails are the stuff of nightmares, ending in a tough bony spike dripping with paralytic venom. Their hunting tactics revolve around ambushes and stinging their prey into helplessness. Their teeth and claws are deadly natural weapons but they’ll happily run from a fight that turns against them. Among each pack is a Khan, a larger or older raptor who leads them to rich hunting grounds. A khan’s venom is that much more potent and like any ruler worth their salt, they bear a crown of spikes on their heads that’s easily proof against sword, axe and spear.
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