Keen Sight. The anadjiin has advantage on all Wisdom Perception checks that rely on sight.
Powerful Tail. The stout tail of the anadjiin grants it advantage on any Strength or Dexterity checks or saving throws to avoid being shoved, pushed, knocked prone or otherwise affecting its balance.
Multiattack. The anadjiin makes three attacks per round, one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage. On a successful bite attack, the anadjiin has the option of grappling the target (escape DC 15) if it wishes. While grappled by the anadjiin's mouth, the creature takes 14 (2d6 + 7) damage at the start of their turn. The anadjiin can only grapple one creature at a time in this manner.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage. When hit with a claw attack the creature must make a DC 15 Constitution saving throw or suffer a bleeding wound. The target takes 2 (1d4) slashing damage at the start of their turn for each untreated bleeding wound. This continues until a creature uses and action to bandage the wounds or magical healing is received, or the creature dies.
Description
Native to planet Anadia, these creatures appear to be slightly humanoid in shape but have very tough reptilian hide. The top of the anadjiin head has a spiny crest with looks similar to that of a stegosaurus dinosaur.
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