Mod | Save | ||
---|---|---|---|
STR | 12 | +1 | +1 |
DEX | 18 | +4 | +4 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 8 | -1 | -1 |
WIS | 14 | +2 | +2 |
CHA | 11 | +0 | +0 |
Pack Tactics. The tarsier has Advantage on an attack roll against a creature if at least one of the tarsier's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Standing Leap. The tarsier's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Multiattack. The tarsier makes two attacks.
Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Piercing damage.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage.
Hurl Rock. Ranged Attack Roll: +6, range 30/60 ft. Hit: 7 (1d6 + 4) Bludgeoning damage.
Description
It won’t be kindness they kill you with.
These little mongrels thrive on chaos. Psychotic Tarsiers are surprisingly clever, preparing ambushes for potential prey. They thrive in urban environments or dense forests where they can climb above their foes and attack en masse from the shadows. Many colonies make their homes in the ruins of humanoid cities.
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