Collective Aggression. The Needlecreeper has advantage on attack rolls against a creature if at least one other Needlecreeper is within 5 feet of the target and isn't incapacitated.
Short-Distance Gliding. When the Needlecreeper falls from an elevated position, it can extend its gliding membranes to move up to 10 feet horizontally for every 10 feet it descends. While conscious and able to extend its membranes, it takes no falling damage from a controlled glide.
Breakaway Limbs. The Needlecreeper can voluntarily detach a trapped limb to escape danger. Lost limbs gradually regenerate through subsequent molts. This trait provides no automatic escape from grapples or restraints.
Proboscis Pierce. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. On hit target must make a DC 15 Constitution save or take 1d8 Poison damage and have the Poisoned condition.
Claw Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.
Breakaway Limbs (1/Day). When the Needlecreeper is grappled, it can use its reaction to detach one of its legs, immediately ending the grappled condition on itself without requiring an ability check.
The Needlecreeper's walking and climbing speeds are reduced by 5 feet until the lost limb regenerates during a subsequent molt.
This reaction can be used once per day and only ends the grappled condition, not other conditions such as restrained.
Comments