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: 6 (2d6 + 4) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 10 (2d10) piercing damage.
Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (6d4 + 2) bludgeoning damage, or 6 (3d4 + 2) bludgeoning damage if the aberrant thugs is grappling a creature other than the target or if the aberrant thugs is on the ground or floor. The target is also grappled (escape DC 14) unless the aberrant thugs is already grappling a creature. Until this grapple ends, the target is restrained.
Description
Explorers further warped physically and mentally by other worldly creatures taking on characteristics similar to the creatures that have wrought this change.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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7/15/2022 11:13:42 PM
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5
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0
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Coming Soon
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7/18/2022 7:12:12 AM
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9
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1
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1.5
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Coming Soon
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