Rasclinn
Rasclinn
Rasclinn
Medium monstrosity, unaligned
STR - 15 +2
DEX - 16 +3
CON - 16 +3
INT - 3 -4
WIS - 15 +2
CHA - 11 +0
Traits
Distance Runner.
When the rasclinn uses all of its movement and takes the dash action, it
may move up to an additional 70 feet.
Pack Tactics.
The rasclinn has advantage on an attack roll against a creature if at least
one of the rasclinn’s allies is within 5 feet. of the creature and the ally
isn’t incapacitated.
Empathic Rage.
If a rasclinn falls unconscious or dies in combat, all other rasclinn within
1 mile fly into a berserker rage at the start of their next turn. They will
attack relentlessly until either they or their foes are dead. Each rasclinn
in an empathic rage gains 10 temporary hit points at the beginning of
their rage. They also have attack savagely which causes their attacks to
do additional damage, and have resistance to piercing, slashing, and
bludgeoning damage. The rage lasts for 10 minutes or until the rasclinn
is reduced to 0 HP.
Innate Spellcasting.
The rasclinn’s innate spellcasting ability is Wisdom (spell save DC 12). It
can innately cast the following spells, requiring no material components:
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) additional piercing damage
if the rasclinn is in an empathic rage.