Young Kruthik

Young Kruthik

Small beast
Challenge

STR
1
DEX
3
CON
1
INT
−3
WIS
0
CHA
−2

9
2d6+2
18
Soak
1
Fort
+2
Ref
+3
Will
−1
Defense note natural armor

Speed 5 m., burrow 2 m., climb 5 m.
Skills Athletics +2 (13), Brawn +2 (13)
Senses darkvision 5 m., tremorsense 10 m.
Languages Kruthik

Keen Smell. The young kruthik has advantage on Perception checks that rely on smell.

Maneuvers. The young kruthik uses maneuvers (maneuver save Difficulty 13). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: ambush, pounce, spring attack, tear flesh

Pack Tactics. The young kruthik has advantage on attacks made against a creature if at least one of the young kruthik’s allies is within 1 meter of the creature and the ally isn’t incapacitated.

Tunneler. The young kruthik can burrow through solid rock at half its burrowing speed and leaves a 30-centimeter diameter tunnel in its wake.

Actions (1)

Stab. Melee Weapon Attack: +4 to hit. Hit: 5 (1d4 + 3) piercing damage.

Desert, Mountain, Underdarkmtof

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.