New Flesh. If all opponents are charmed, the bestiole chips down the enemies hit points by 10% of their max hit points, and the bestiole fully heals after doing this and flees the battle immediately. Cannot bring a target below 1.
Pack Tactics. The bestiole has advantage on an attack roll against a creature if at least one of the bestiole's allies is within 5 feet of the creature and the ally isn't incapacitated.
Needle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Rock. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Sway Hips. One creature of the bestiole's choice that is within 100 ft. of the bestiole and is aware of it must succeed on a DC 15 Wisdom saving throw or become charmed until the bestiole either removes the charmed effect or the bestiole dies.
Boo! the bestiole covers its face and tries to scare one target. The creature must roll and succeed a DC 10 Wisdom saving throw, if the creature fails it becomes frightened.
New Friend. If a creature is slain; so long as it is not a fellow bestiole, the bestiole can create a brand new bestiole out of the dead creature via their needle and string.
Description
Bestioles are the remnants of slain gnolls and kobolds that managed to one, way or another, find each other, and stitch themselves together. They are usually confused upon first being born, and are rejected by most societies to their bizarre and terrifying appearance. Some have embraced their creepiness and horrifying nature, whilst others still try to live a lawful or peaceful life. They can also sometimes be quite flirtatious.
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