Keen Hearing and Smelling. The zosinine has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The zosinine has advantage on an attack roll against a creature if at least one of the zosinine's allies is within 5 feet of the creature and the ally isn't incapacitated.
Ambush Predator. If the zosinine surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Multiattack. The zosinine makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage
Description
Zosinines are reptilian ambush predators known for their pack mentality and deadly strikes. With keen senses and natural stealth, they lie in wait for unsuspecting prey. Their venomous bite weakens foes, while their claws deliver swift, slashing attacks. Zosinines work together to isolate and overwhelm their targets, making them a formidable threat in the wild.
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