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Knucker

Knucker CR: 1 (200 XP)

Large ormr, unaligned
Armor Class: 12 (natural armor)
Hit Points: 30 (3D10 +15)
Speed: 5 ft , swim: 40 ft

STR

17 +3

DEX

15 +2

CON

12 +1

INT

3 -4

WIS

12 +1

CHA

5 -3

Skills: Stealth +2, Athletics +5
Senses: darkvision 30ft, passive Perception 10
Challenge Rating: 1 (200 XP)

Hold Breath. The knucker can hold its breath for 15 minutes.   Watery Camouflage. The knucker has advantage on Dexterity (Stealth) checks made to hide in water.   Agile Swimmer. The knucker can swim outside a creature's reach without provoking opportunity attack.   Quick Escape. If it is below half its hitpoint maximum, it can take the Dash action as a bonus action.   Pack Tactics. The knucker has advantage on an attack roll against a creature if at least one of the knucker's allies is within 5ft. of the creature and the ally is not incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage. The target is grappled (escape DC 12) until this grapple ends, the target is restrained, and the knucker can't bite another target


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