Keen Hearing and Smell. The ruin lizard has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The ruin lizard has advantage on an attack roll against a creature if at least one of the ruin lizard's allies is within 5 feet of the creature and the ally isn't incapacitated.
Chemical Telepathy. The ruin lizard can communicate telepathically with another of it's kind while they are within 60 feet of each other.
Multiattack. The ruin lizard makes two attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the ruin lizard can bite only the grappled creature and has advantage on attack rolls to do so.
Tongue. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: the target must succeed on a DC 14 Strength saving throw or be pulled up to 15 feet toward the ruin lizard.
Rock Spit (3/short rest). Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 7 (1d6 +4) bludegoning damage, and the target must succeed on a DC 14 Strenght saving throw or be pushed 5 feet.
Intimidating Screech (1/short rest). The ruin unleashes a loud screech that can be heard in a 300 feet radius. All creatures of the ruin lizard's choice that can hear it must succeed on a DC 14 Wisdom saving throw or be frightened of the ruin lizard until the end of it's next turn.
Description
An older, smarter, and stronger ruin lizard leading a small pack of it's kin, coordinating their hunt. They are able to understand common, and as such are the ones that can be reasonned with, mainly with food offerings.
Previous Versions
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1/6/2023 5:51:24 PM
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