Pack Tactics. The creole doll has advantage on an attack roll against a creature if at least one of the creole dolls allies is within 5 feet of the creature and the ally isn’t incapacitated.
Limited Telepathy. The creole doll can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Multiattack. The creole doll makes four attacks: one with its bite, two with its claws, and one with its tail.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage and the target must succeed on a DC 11 Wisdom saving throw or become frightened until the start of the creole dolls next turn.
Claws. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Tail. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Feeding Frenzy. (Recharge 6) Until the end of the creole dolls turn whenever the doll deals damage to a creature the doll regains hit points equal to half the damage dealt.
Ripping Frenzy. (Recharge 6) Until the end of the creole dolls turn the dolls attacks do an additional 1d4 Necrotic damage to blooded creatures.
Bloodlust. If a creature would regain hit points within 5 feet of the creole doll. The doll may make a bite Attack against that creature.
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