{"name":"Chaurus Hunter Fledgling","challenge_rating":"2","xp":"","types":"Monstrosity","pb":"","size":"Medium","sizer":"NONE","languages":"","alignment":"unaligned","description":"[b]Harvesting:[\/b] [blocklink:1478445] (Poisoner's Kit DC 15), [blocklink:1484349], Chaurus Chitin, Common Soul","suggested_environments":"","armor_class":"16","hit_points":"32 (5d8 + 10) [roll:5d8+10]","strength":"14","dexterity":"22","constitution":"14","intelligence":"2","wisdom":"12","charisma":"5","base_movement_units":"","base_movement_in_ft":"10","fly_movement_in_ft":"50","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"darkvision 120 ft, blindsight 30 ft, passive Perception 13","skills":"Perception +2","saving_throws":"","damage_vulnerabilities":"","damage_resistances":"Poison","damage_immunities":"","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b]Sunlight Sensitivity.[\/b] While in sunlight, the chaurus hunter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.\r\n\r\n[b]Droning Noise.[\/b] While flying the chaurus hunter is incapable of stealth.","actions":"[b]Multiattack.[\/b] The chaurus hunter makes three attacks: one with its bite and two with its claws.\r\n\r\n[b]Bite.[\/b] Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 12 (2d10) poison damage on a failed save, or half as much damage on a successful one.\r\n\r\n[b]Claws.[\/b] Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d12+2) slashing damage.","bonus_actions":"[b]Evasive.[\/b] Unless it has taken the attack action on it's last turn, the chaurus hunter can dodge using it's bonus action.\r\n\r\n[b]Tail Grab.[\/b] As a bonus action on its turn, the chaurus hunter can attempt to grab one target smaller than itself with its tail. The target must succeed on a DC 12 Strength saving throw or be grappled and restrained. Only one target can be grappled in this way at a time. The target can repeat the saving throw at the start of each of its turns.","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"6188547","source":"","tags":"Aberration, CR 2","isShared":"on","templateId":"2991","blockId":"1501250","world":"f4f8efb5-511a-4465-a937-ff6eb7572bd9","folder":"31473"}