Melee Weapon Attack: +5 to hit, reach 5 ft., one target. If both attacks hit, the ape rends for an additional 7 (1d8 + 3) bludgeoning damage.įist. The ape has advantage on Wisdom (Perception) checks that rely on sight, hearing or smell. If the bugbear chief surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. A melee weapon deals one extra die of its damage when the bugbear chief hits with it (included in the attack). Senses darkvision 60 ft., passive Perception 10īrute. Medium humanoid (goblinoid), chaotic evil Additionally, creatures failing this save are deafened for 1d4 rounds. must succeed on a DC 12 Constitution saving throw or be stunned till the end of the beetle’s next turn by the loud explosive sound. Creatures with a sense of hearing within 120 ft. Each creature in that line must make a DC 12 Constitution saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. A cloud of reeking, reddish acidic vapor explodes from the beetle’s abdomen in a 20-foot line that is 10 feet wide. Melee Weapon attack: +4 to hit, reach 5 ft., one target. I know some of these will be in the MM, but many of them aren't and my players will be hitting this adventure before my MM arrives, so I went ahead and did a bunch of 1e / DnD Next conversions to 5e monsters.
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