Mod | Save | ||
---|---|---|---|
STR | 8 | -1 | -1 |
DEX | 18 | +4 | +4 |
CON | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
INT | 14 | +2 | +2 |
WIS | 16 | +3 | +3 |
CHA | 9 | -1 | -1 |
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.
Multiattack. The tarsier makes two attacks.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage.
Concussive Grenade (2/day). The tarsier throws a grenade up to 60 feet. Dexterity Saving Throw: DC 15, each creature in 15-foot radius Sphere. Failure: 7 (2d6) Force damage and knocked Prone. Success: Half damage only.
Flashbang Grenade (2/day). The tarsier throws a grenade up to 60 feet. Constitution Saving Throw: DC 15, each creature in 20-foot radius Sphere. Failure: 7 (2d6) Radiant damage and Blinded for 1 minute. A creature Blinded in this way may make another Constitution save at the end of each of their turns, ending the effect on a success. Success: Half damage only
Fragmentation Grenade (2/day). The tarsier throws a grenade up to 60 feet. Dexterity Saving Throw: DC 15, each creature in 20-foot radius Sphere. Failure: 14 (4d6) Piercing damage. Success: Half damage.
Molotov Cocktail. Ranged Attack Roll: +6, range 30/60 ft. Hit: 7 (1d6 + 4) Fire damage.
Description
It won’t be kindness they kill you with.
Some tarsiers have a knack for explosives. More clever than their kin, they build exceedingly dangerous—to friend and foe alike—bombs. Their lifespans tend to be cut short by their devices, but with high body counts.
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