Pack Tactics. The Crawler has advantage on an attack roll against a creature if at least one of the Crawler's allies is within 10ft of the creature and the ally isn't incapacitated.
Hit and Run. After a crawler makes an atack it can make a dash or disengage as bonus action.
Hivemind. If the Crawler's Broodmother is within 120ft of them crawlers they are controlled by her.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Bite Only against grappled targets. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Description
Crawlers are relatively small and agile, and are one of the few creatures capable of entering the Submarine. They possess four pairs of red eyes, green skin, segmented spines on their back and multiple hand-like appendages, with only the frontal ones having a functionality, allowing them to latch on surfaces, swim and crawl (hence their name).
Crawlers normally appear in small groups of 1-4 individuals, compensating their individual frailty, but they can be seen in large swarms of 8 or 15 individuals in specific in some places.
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