Hellish Claws. Melee weapon attack: +4 to hit, reach 5 feet., one target. Hit 7 (1d8+2) slashing damage.
Disturbing Smell. When this creature is slashed or pierced, it release a foul disturbing smell within 10 feet. Each creature inside the radius must make a DC 15 Constitution Saving Throw, receiving 1d4 of Poison Damage and becoming Stunned on a failure.
A creature beginning its turn covering its nose/mouth makes this save with Advantage. A creature what has Advantage on Perception Checks based on smell makes this save with Disadvantage. The Stunned Condition lasts until the afflicted creature has breathed fresh air (at least 10 feet away from this creature) for at least one turn.
Time Dilation. When this creature Hit Points reaches 10 or below, Enhance this creature's perception and speed so that it seems the world is going slower around it. This creature can move twice as far per turn. If using an attack which requires the enemy to make a dexterity saving throw, the target has disadvantage; conversely, the user has advantage on any dexterity saving throws or checks, including acrobatics rolls.







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