![]() Each of those creatures must succeed on a DC 13 Strength or Dexterity saving throw or be knocked prone and take 17 (5d6) bludgeoning damage. If the Monster jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. The Monster makes two attacks as indicated below.ĭeadly Leap. Once the Monster goes berserk, it continues to do so until it is destroyed or regains all its hit points. If no creature is near enough to move to and attack, the Monster attacks an object, with preference for an object smaller than itself. On each of its turns while berserk, the Monster attacks the nearest creature it can see. When the Monster starts its turn with 13 hit points or fewer, roll a d6.
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