Pack Tactics. The Anphelion has advantage on an attack roll against a creature if at least one of the Anphelion's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Aggressive. As a bonus action, the Anphelion can move up to its speed toward a hostile creature that it can see.
Keen Smell. The Anphelion has advantage on Wisdom (Perception) checks that rely on smell.
Charge. If the Anphelion moves at least 30 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra (1d6) damage.
Multiattack. The Adult Anphelion can make 4 attacks as a full round action. Two bite attacks and two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target, Hit: 7 (1d6+3) Piercing damage. Creatures hit by this attack become grappled and must succeed on a DC 12 Strength check on their turn to free themselves.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target, Hit: 8 (1d8+3) Slashing damage.
Spike Shot. Ranged Weapon Attack: +6 to hit, reach 50/100ft., one target, Hit: 8 (1d8+3) Piercing damage. The target must make a DC 15 Constitution saving throw or take and additional 4 (1d6) Poison damage.
Hail of Spikes. All creatures in a 30-foot cone must succeed on a DC 15 Dexterity saving throw or take 12 (2d8+3) Piercing damage as well as 4 (1d6) Poison damage. Targets that succeed take half damage.
Description
Young Anphelion that are able to survive and feed eventually grow in size and they begin to grow a hardened chitinous exoskeleton. This exoskeleton is able to turn aside blades with ease, however, there are gaps in its armor where thick keratin spikes that they are able to expell with profound force.
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