Echolocation. Burzum can't use its blindsight while deafened.
Keen Hearing. Burzum has advantage on Wisdom (Perception) checks that rely on hearing.
Savage Attack. If Burzum scores a critical hit on a creature, it does an additional 9 (3d6) damage.
Multiattack. Burzum makes two attacks with its bite and claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 6 (2d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 9 (3d6 + 3) slashing damage.
Bewilder. Burzum can briefly assume the appearance of a beautiful humanoid, confusing all around her. All creatures within 30 feet of Burzum must make a DC 12 Wisdom saving throw or be Stunned for 1d4+1 rounds. Burzum may then make a melee attack against a stunned creature as a bonus action. Burzum can only use this ability once per long rest.
Excessive Strength of Arms (Recharge 5-6). This creature can deliver a blow so powerful, or so penetratingly painful, that any opponent struck must make a Dexterity save of DC 12 or fall prone.
Vicious Wounds (Recharge 5-6). This creature may use an Attack action to inflict bleeding wounds on its opponent. At the start of each of a wounded creature’s turns, it takes 1d4 damage from blood loss. This damage continues until the wounded creature or one of its allies uses an action to make a DC 15 Wisdom (Medicine) check. On a success the bleeding stops.
Burzum can take two Legendary Actions, choosing from the options below. Only one Legendary Action can be used at a time, and only at the end of another creature's turn. Spent Legendary Actions are regained at the start of each turn.
Move. Burzum moves up to its speed without provoking Opportunity Attacks.
Claw. Burzum makes one Claw attack.
Detect. Burzum makes a Wisdom (Perception) check.
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