Medium Humanoid
Armor Class 11 Hide Armor
Hit Points 13 (2d6)
Speed 30 ft., These cannibals, used to running from the larger and more deadly dinosaurs, climb very well. , Walk 30 ft.
STR
13 (+1)
DEX
9 (-1)
CON
12 (+1)
INT
8 (-1)
WIS
10 (+0)
CHA
6 (-2)
Skills Acrobatics +7, Athletics +7
Senses Passive Perception 10
Languages Common, Derro Ancient Dialect
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits
Blood Frenzy
The Crazed Preytor has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Berserk Charge
The Preytor can dash as a bonus action towards a creature and make a melee attack at the end of the charge.
Actions
Primitive Club
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Bite
Melee Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d8 + 1) laceration
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

This feral entity hails from the prehistoric age, clothed in ragged remnants of its own kind. Their eyes burn with a maleficent glint, driven by an insatiable hunger for flesh. With tribal markings etched in mud and blood, the Crazed Preytor is a relentless predator, often found prowling the grasslands for its next meal. Its cannibalistic nature is a remnant of ancient tribal rituals, now lost to time. They move unpredictably, often leaving victims bewildered before the final strike.

 Crazed Preytors are remnants of a bygone era, feared for their savage reputation and unpredictable madness. They call upon the spirits of their ancestors during the hunt, evoking long-lost tribal power. Their cannibalistic nature has turned them into outcasts, feared and shunned by other creatures, yet unstoppable once they catch the scent of blood.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DND25

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