| +2 | Strength |
| +6 | Dexterity |
| +1 | Constitution |
| +0 | Intelligence |
| +0 | Wisdom |
| +0 | Charisma |
| +4 | Acrobatics |
| +3 | Animal Handling |
| +0 | Arcana |
| +0 | Athletics |
| +0 | Deception |
| +0 | History |
| +1 | Insight |
| +0 | Intimidation |
| +0 | Investigation |
| +1 | Martial |
| +1 | Medicine |
| +3 | Nature |
| +1 | Perception |
| +0 | Performance |
| +0 | Persuasion |
| +2 | Religion |
| +4 | Sleight of Hands |
| +6 | Stealth |
| +3 | Survival |
| Weapon | Attack | Damage | Effect |
|---|---|---|---|
| Enfeebling Bite | 1d20+6 | 1d4+4 | Your bite is a natural weapon which you can use to make unarmed strikes. Your bite counts as a finesse weapon, and as such if you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier. |
| When you hit with your bite, you can make the enemy make a Constitution save against a DC equal to 8 + your proficiency + your wisdom modifier or deal only half damage with weapon attacks that use Strength until the start of your next turn. You can use this ability a number of times equal to your proficiency, regaining all uses when you finish a short or a long rest. | |||
The statblocks of your Weapons, armor and other important/magical equipment
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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