Keen Hearing and Smell. The Sha has advantage on all checks that rely on hearing or smell.
Pack Tactics. The Sha has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The shaw makes three attacks: one with its bite
and two with its forked stinger tail.
Poison Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 6 (1d8 + 2) piercing damage plus 4 (1d10) poison damage.
The target must succeed on a DC 12 Constitution saving throw
or be poisoned. Once poisoned the victim loses all ability and skill modifiers on attacks and loses any dexterity adjustments to AC. The victim must repeat the saving
throw at the end of each of turn, ending the effect on itself
on a success.
Poison Sting. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature.
Hit: 6 (1d8 + 2) piercing damage, and the target must succeed
on a DC 12 Constitution saving throw or be poisoned until they successfully save.. On the first failed save the victim will become violently ill causing disadvantage on all attack rolls. On the second failed save the victim will have blurred vision and nausea causing a -7 adjustment for attack rolls. On the third failed save the victim will fall to the grown prone and will remain there until a successful save.
Putrid Breath (Recharge 5–6). The Sha exhales a blast of putrid breath in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 12 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.
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