Dark Coat. At night or in the dark, ranged attacks against the crepuscular have disadvantage and it cannot be passively detected when standing still.
Silent. The crepuscular makes no noise when it moves at a slow pace.
Ferocity. When the crepuscular makes an attack, all creatures within a 30 ft. radius must succeed in a DC 10 Charisma saving throw or else become Frightened for one turn.
Predator. Surprise attacks made by the crepuscular deal +10 (2d8+4) damage.
Multiattack. The crepuscular can pounce and make two claw attacks or one bite attack.
Pounce. Leaps up to 15 ft.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 14 (3d6+5) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d6+5) piercing damage. If this attack deals at least 11 damage, target bleeds and loses 2 (1d4) HP per turn for 3 turns or until a DC 10 Constitution saving throw succeeds (the throw is made at the beginning of the target's turn).
Fade (1/Day). The crepuscular can, instead of making a saving throw on an attack, ignore the damage that attack would have done and retreat from battle. Only works at night or in the dark.
Previous Versions
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