Keen Hearing. The abyssal scavenger has advantage on Wisdom (perception) checks that rely on hearing or smell.
Death Shriek. When the scavenger drops to 0 hit points each other scavenger within 15ft may make a melee attack using a reaction.
Pack Tactics. The abyssal scavenger has advantage on attack rolls against a creature if at least one of the demon's allies is within 5 feet of the creature and the ally isn't incapacitated
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) slashing damage. Each scavenger within 30 ft may move up to 10 ft towards the target as a reaction.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) piercing damage.
Demongate (1/day). A scavenger can summon a gateway to the material realm if enough of them are congregated in a close enough proximity. Roll 1d100, there is a 40% chance of a gateway opening to the abyssal realm and in which case 1d4+1 abyssal scavengers will come through the demongate. The gateway lasts for 1d4 days.
Description
Roaming the wastes of the abyss, the abyssal scavengers hunt their prey in packs. They cautiously surround their foes before biting and worrying them. They are pests that are routinely kept in check by the abundance of horrors that exist within the multitude of layers in the abyss whilst in their natural environment, but when incursions into the material plane occur they can quickly grow beyond the ability of local forces to combat (DC 15 Nature check).
The abyssal scavengers carry on them a mote of the raw essence of the abyss within them. This can be usefully extracted to be used in certain rituals, but the greater concern is that a critical mass of them concentrated in a single material location can tear a hole in the fabric of reality, opening a persistent gateway to the abyss (DC 20 Arcana check).
Previous Versions
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