Battle Rush: The Battle Raptor can take the dash action as a bonus action.
Pack Tactics: The Battle Raptor has advantage on attack rolls while an ally is within 5ft of the target.
Leaping Attack: The Battle Raptor may Once per turn as part of an attack leap into the air moving up to half of its movement speed, and ignoring any terrain penalty and effect that requires contact with the ground.
Enchanted Battle Gear: Attacks made by the Battle Raptor are considered magical.
Armored: The Battle Raptor only takes piercing slashing and bludgeoning damage if the damage dealt is 3 or more.
War Training: The Battle Raptor has advantage on saving throws to avoid the frigthened and charmed conditions.
Multiattack: The Battle Raptor makes two attacks on its attack action.
Deadly Jaws: Melee Weapon Attack +11 to hit, 5ft reach, one target, for 2d4+7 piercing damage.
If the creature hit by this attack is a creature with blood it must succeed in a DC 18 Constitution saving throw, being deeply wounded on a failure.
A creature that is deeply woundead in this way takes 2d6 necrotic damage at the start of its turn, and loses maximum hit points equal to half of the damage dealt this way.
This effect remains until the creature dies, it tends to the wound as an action or it heals by 5 hit points or more
Lost maximum hit points are recovered at the completion of 1d4+1 long rests.
Sharp Claws: Melee Weapon Attack +11 to hit, 5ft reach, one target, for 2d8+7 slashing damage.
On a critical hit Sharp Claws deals tree times as much damage dice instead of double.
Sharp Claws: The Battle Raptor makes a Sharp Claws attack on its bonus action.
Evade (3-Day): The Battle Raptor as a reaction to being targeted or being within the area of an area of effect spell or spell like effect can move up to 5ft without provoking attacks of oportunity.
Description
Raptors breed to batle by the army of the Greenfang Empire.
Previous Versions
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7/10/2026 6:44:34 PM
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5
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1
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Coming Soon
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