Pack Tactics. The aberrant thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.
Amphibious. The aberrant thug can breathe air and water.
Warped Mind. The aberrant thugs make Wisdom saving throws at disadvantage
Multiattack. The aberrant thugs makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Description
Explorers warped physically and mentally by other worldly creatures taking on characteristics similar to the creatures that have wrought this change.
Comments