Pack Tactics. The creature has advantage on attack rolls against another creature if at least one of the attacking creature's allies is within 5 feet of the target creature and the ally isn't incapacitated.
Paralyzing poison. anything affected by this must succeed a DC 17 CON saving throw or be paralyzed for 1 minute
Pack leader: all creatures of the same species follow the orders of this one, as it has the abilities of a great pack leader
Bite. Melee weapon attack, attack +6 to hit, reach 5 ft. 1 target., Hit: ( 6D6 +5 ) piercing damage
Claw attack. Melee weapon attack, attack +5 to hit, reach 5 ft. 1 target., Hit: ( 3D10 +2 ) slicing damage
Tail Attack. Ranged weapon attack, attack +4 to hit, reach 20 ft., 4 targets. hit: ( 8D4 + 7 )
piercing damage and succeed a DC 17 CON save or be paralized for 1 minute, the affected creature can make a saving roll at the start of each of its turns to break free from paralazys.
Call minions: the beast lets out a loud cry alerting others of its kind to its location and that it has found pray, ( will summon 1D6 Palkari in 2 turns )
(cooldown: 6 turns )
Alerting shriek: the creature roars out in a terrifying screech to alert others of its kind to the dangers in the vicinity.
Multi attack: The creature uses its incredible speed to attack 3 times 1 bite, 2 claw.
Designation: the creature lets out a raptor like cry as it then looks at you fiercly, you have now become the pray of choice for every other palkari in a 30 ft radius
Pray of choice: the creature target's the enemy that attacked it as a their prefered pray and can use its Bite in retaliation. the palkari now has advantage on attacks against that enemy for 1 turn.
Rathful vengance: the alpha turns around and slashes and bites the target with fierce vengance.
Description
A four legged carnivore, these live in the mountains and rocky plains of Graham, they are fast and agile hunters and hunt in packs and as such they have almost no natural enemies, they have big spike like scales which they use as protection from ambushes, this however risks them impaling eachother upon getting too close, this means that they will attack from different angles and will not attack in groups from the same angle, they have strong jaws to chew through even bone, their claws are tough as iron and never stop growing, they have strong muscles that make them able to climb and grip onto rocks, their tail is covered in spiky scales that have poison which will cause nausea, dizziness and muscle cramps and as they grow older the poison will become more potent this will however also effect themselfs, they are able to run for long distances with an avrage speed of 50 km/h and will fight anyone brave enough to face them.
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