Savage Safari
Creatures both familiar and frightening, one would not want to go on an expedition with these beasts about.
Heroes roll initiative at disadvantage when a Meerkutter is present.
- Slash.
1d4.
Heroes roll initiative at disadvantage when a Meerkutter is present.
Can share squares with other creatures, size reduces by one step when bloodied.
- Rip & Tear.
(All creatures sharing squares with meerkutter swarm) 2d4+10. Can't miss.
Getting hit improves Armor 1 step. None >> Medium >> Heavy
- •Pounce.
Move 4. 3d10+6. On crit: roll 1 additional die.
- •Claws.
(2×) 1d10+6. On crit: roll 1 additional die.
- •Ash Eruption.
All targets within Reach 6. DC 14 DEX save or be Blinded until the end of their turn. Ashleon's Armor degrades to None.
The first time this dies, reset to 1 HP instead (excluding minions).
- •Ghost Herd.
Summon 4 Wildeghast Minions (1d4, Speed 10) within Reach 3. They cannot act on their own. Then:
- •Stampede.
Move all Wildeghast Minions. 1d4+10+5 per Wildeghast Minion adjacent to the target.
Gets advantage on attacks until it has swallowed a creature.
You take 20 damage at the start of your turn. Your attacks cannot miss and ignore armor.
- •Chomp Chomp Chomp.
(3×) 1d10+5. On crit: Grappled.
- •Swallow.
(a Grappled creature) 1d10+50. On hit: Restrained (escape DC 16).
A small metal box with a round magnification lens inset in the centre, and a small switch on the top.
Actions:
Capture Image. (Range 12) Point the Visage Capturer towards a monster and flick the switch to capture its image on the lens. 1/Safe Rest.
Project Image. Use an action that the captured monster can use, you must have seen the monster use this action in the past. The monster's image then vanishes from the Visage Capturer.