Echolocation. The Bioraptor can't use its blindsight while deafened.
Keen Hearing and Smell. The Bioraptor has advantage on Wisdom (Perception) checks that rely on hearing and Smell.
Blind spot. A creature smaller than the bioraptor standing within 5 ft. of it can use its action and a successful stealth check DC 18 become undetectable to that bioraptor. This does not automatically take the bioraptor out of combat or make it forget a creature hurting it. If in combat the bioraptor will be able to detect the creature as normal as soon as it more than 5 ft. away.
Flyby. The bioraptor doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Light Hypersensitivity. The bioraptor takes 10 radiant damage when it starts its turn in bright light. While in dim or bright light it has disadvantage to ability checks, saves and attack rolls.
Multi attack. The bioraptor makes 1 claws or 1 tails attack and 1 headbutt or bite attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 9 (2d6+2) slashing damage and the target is grappled (escape DC 13).
Tails. melee weapon attack. +5 to hit, reach 10. ft., one target. Hit: 6 (1d8+2) piercing damage and the target must make a strength save DC 11 or be knocked prone.
Headbutt. melee weapon attack. +5 to hit, reach 5. ft., one target. Hit: 6 (1d8+2) bludgeoning damage and the target must make a strength save DC 11 or be knocked prone.
Bite. melee weapon attack. +5 to hit, reach 5. ft., one target. Hit: 11 (2d8+2) piercing damage.
Description
The Bioraptor is a carnivorous beast that has two legs with large claws capable of grappling a creature within 5 feet and two powerful wings like a bat to carry off its prey. This beast has a thin fleshy body with a long tail and the head has a skeletal bone head in the shape of a cross. Its two ears set far apart on either side of its head with the middle of its head shaped like an axe for breaking through materials such as wood.
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