Pack Tactics. The ball of hair has advantage on an attack roll against a creature if at least one of the ball's allies is within 5 feet of the creature and the ally isn't incapacitated.
Magic Resistance. The ball of hair has advantage on saving throws against spells and other magical effects.
Shedding. Creatures within 10 feet of the ball of hair have disadvantage on all skill checks and saving throws.
Pounce. If the ball of hair moves at least 15 feet straight toward a creature and then hits it with a spiky ball attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the ball can make one spiky hair attack against it as a bonus action.
Spiky Hair. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) piercing damage.
Chew. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Projectile Fibers. Ranged Weapon Attack: +4 to hit, range 60 ft./220 ft., one target. Hit: 12 (1d12+6) piercing damage.
Description
Balls usually travel in packs of six. They tend to roam places where hair is shed.
Comments