Pack Tactics. Bolame has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't incapacitated.
Keen Hearing and Smell. Bolame has an advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC14 Strength saving throw or be knocked prone.
Fire Blast (Recharge 5-6). The Flame side releases a firey blast in a 15-foot cone. Each creature in that area must make a DC14 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.
Lightning Blast (Recharge 5-6). The Bolt side releases a blast of blue lightning in a 30-foot line. Each creature in that area must make a DC 14 Dexterity saving throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one.
Recharge (5-6): Bolame can recharge his blast attacks on a 5 or 6.
Description
This is mix between Bolt and Flame. They are fused together with flame being on the left side and bolt being on the right side.
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