Karrablast (5e Creature)

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Small monstrosity, any alignment

Armor Class 11
Hit Points 55 (10d6 + 20)
Speed 30 ft.

15 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 11 (+0)

Skills Athletics +4
Senses darkvision 60 ft., passive Perception 10
Languages Terran, understands Common but doesn't speak it
Challenge 1 (200 XP)

Shed Skin. The karrablast has advantage on saving throws to end effects currently active on itself.

No Guard. At the start of its turn, the karrablast can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Outsize Strength. While grappling, the karrablast is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.


Fury Cutter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. This damage increases by 1d8 each time the karrablast hits and deals damage, to a maximum of 4d8. This bonus resets when the karrablast misses or takes a long rest.

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