Sand step (Recharges 5/6). As a bonus action the brownspawn marauder can teleport 30ft and each creature within 5ft of them at the end of there teleport must make a DC 14 Constitution saving throw or be blinded. At the end of the creature's turn they can remake the saving throw.
Multi attack. The brownspawn marauder makes two attacks: one with its claws and one with its sirocco strike. If the brownspawn marauder is below half hit points it also makes a bleeding slash attack.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d8 + 1) slashing damage.
Bleeding slash. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d8 + 1) slashing damage plus 5 (1d10) fire damage.
Sirocco strike. Ranged Weapon Attack: +6 to hit, range 10/30 ft., 1 target. Hit: 7 (1d6 + 4) piercing damage and the target is blinded until the end of their next turn if the attack number is 5 higher than the target's armor class or more.
Description
PRIMITIVE TRIBES OF BROWNSPAWN MARAUDERS roam the deep desert. When they emerge from the wastes, they linger about the fringes of civilization, trading stolen goods for food, water, and the occasional bauble that catches their eye. Most people regard them as little better than vermin, but the few who have survived forays into the deep wastes know that the marauders are heartless killers, given to robbing and murdering any traveler they meet. A brownspawn marauder stands about as tall as a dwarf, hunched over, dragging its long arms on the ground. Its skin hangs loose on its body but tightens when it drinks its fill of water, as the fluid is stored in special pouches beneath its flesh. In areas of extreme heat, marauders unfurl impressive crests to radiate excess warmth.
Brownspawn marauders gather in large tribal groups, roaming the wastes in search of plunder and prey. They strike against the same target repeatedly or creep into camps to steal precious water and vital gear.
Previous Versions
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Coming Soon
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