Knucker
Knucker CR: 1 (200 XP)
STR
17 +3
DEX
15 +2
CON
12 +1
INT
3 -4
WIS
12 +1
CHA
5 -3
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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