| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 14 | +2 | +2 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | -4 | -4 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | -1 | -1 |
Keen Smell. Zink has advantage on Wisdom (Perception) checks that rely on smell.
Pack Alpha. When a friendly beast within 30 feet that can see Zink hits a creature with an attack, that creature has disadvantage on the next attack roll it makes before the start of its next turn.
Pounce. If Zink moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, Zink can make one bite attack against it as a bonus action.
Multiattack. Zink makes two attacks: one with his bite and one with his claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Scary Roar (1/Day). Zink lets out a piercing roar that rattles weaker foes. Each creature of Zink’s choice within 30 feet that can hear him must succeed on a DC 13 Wisdom saving throw or become frightened until the end of Zink’s next turn.







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