Blood Frenzy. The vizzerdrix has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Pounce. If the Vizzerdrix moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Vizzerdrix can make one bite attack against it as a bonus action.
Running Leap. The barlgura’s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.
Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Action Name. The vizzerdrix makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.







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