Small Beast, Typically Chaotic Neutral
AC 14    Initiative +4 (14)
HP 40 (9d6 + 9)
Speed 40 ft., climb 40 ft.
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
Gear 1d4 Grenades
Senses Darkvision 120 ft., Passive Perception 13
Languages Understand Common, but cannot speak
CR 4 (XP 1,100; PB +2)
Traits

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.

Actions

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 SphereFailure: 7 (2d6) Force damage and knocked ProneSuccess: 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 SphereFailure: 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 SphereFailure: 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.

Habitat: ForestUrban

Treasure:  Armaments

Razmus

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