Pack Tactics. The Xenoraptor has advantage on an attack roll against a creature if at least one of the Xenoraptor's allies is within 5 feet of the creature and the ally isn’t incapacitated
Double-Bite. The Xenoraptor has an internal piston like tongue, with an extra set of jaws on it. This drastically increases it's bite power.
Acidic Blood. The Xenoraptor has acidic blood. Any creature within 5 feet of it that lands a melee attack must make a DC 10 Dexterity saving throw or take 1d6 Acid.
Natural Climber. The Xenoraptor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The Xenoraptor makes one Double-Bite attack and one Claw attack.
Double-Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage.
Call to Action (Once per Day). The Xenoraptor will use it's hivemind communication to summon 1d6 Xenoraptors. The Xenoraptor can not use this effect if it is already in a group of 2 or more.
Description
A raptor mutated by a xeno DNA. It has become increasingly violent and will chase it's prey until one of them is dead. The Xenoraptor remains a loyal soldier to it's queen.
Comments