Karrablast (5e Creature)
Karrablast
Small monstrosity, any alignment Armor Class 11
Skills Athletics +4 Shed Skin. The karrablast has advantage on saving throws to end effects currently active on itself. No Guard. At the start of its turn, the karrablast can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Outsize Strength. While grappling, the karrablast is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls. ACTIONSFury Cutter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. This damage increases by 1d8 each time the karrablast hits and deals damage, to a maximum of 4d8. This bonus resets when the karrablast misses or takes a long rest.
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