Pack Tactics. Chomper has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated.
Pounce. If Chomper moves at least least 20 feet towards a target in a straight line and immediately takes the attack action, the target must make a contested athletics or acrobatics check (their choice) against Chomper's acrobatics check to avoid being knocked prone.
Nimble Step. Chomper ignores difficult terrain caused by natural sources such as dense vegetation or crumbling ruins
Second Wind. Chomper can use a bonus action on his turn to regain hit points equal to (1d10+3). Once he uses this feature, he must finish a long or short rest before he can use it again.
Snarl. When an ally within 5 feet of Chomper is targeted by a melee attack, Chomper can use his reaction to grant that ally a +1 bonus to their AC for the rest of the current turn.
Improved Critical. Chomper's Attack Rolls score a critical hit on a roll of 19 or 20
Multiattack. The velociraptor makes one Bite attack and one Claw attack. He can replace one of the attacks with his pounce feature if available.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
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