Arachnid Climb. The abernat can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unnatural Camouflage. The abernat has the appearance of stone or a rock while it remains motionless, this disguise can be detected with a successful DC 20 Wisdom (Perception) check.
Mimicry. The abernat can mimic sounds it has heard, such as a person whispering, a baby crying, an animal chittering or even full conversations although it doesn't know the extent of what its saying nor can it understand these sentences. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check.
Multiattack. The abernat makes two bites attacks or one tail skewer attack and one tail pull attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 14 (2d10 + 4) Piercing damage.
Tail Skewer. Ranged Weapon Attack: +8 to hit, range 30/90 ft., 1 target. Hit: 22 (3d10 + 5) Piercing damage. When this attack hits the a creature that creature is Restrained and must make a DC 15 Constitution saving throw or become Poisoned for as long as the creature is Restrained.
Tail Pull. Ranged Weapon Attack: +8 to hit, range 30/90 ft., 1 target. Hit: 16 (2d10 + 5) Bludgeoning damage. When this attack hits a creature that creature is pulled 30 ft. towards the abernat, if a creature is Restrained by the abernat using Tail Skewer this attack hits the Restrained creature,
The abernat can take 2 legendary actions choosing from the options below. Only one legendary action can be used at a time and legendary actions can used only at the end of another creature’s turn. The abernat regains spent legendary actions at the start of its turn.
Meld Into Stone. The abernat casts Meld into Stone on itself at 3rd level.
Freedom Of Movement. The abernat casts Freedom of Movement on itself at 4th level.
Previous Versions
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3/4/2024 11:13:29 PM
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