Standard Action | Melee Attack | 20ft. Range 2 Attacks | To Hit: 1d20+Str/Dex | On Hit: 1d4+Str Bludgeoning Damage | 2x Critical This may be used instead to grapple a target instead of damage them on either attack.
Standard Action | Ranged Attack | 150ft. Range 1 Attack | To Hit: 1d20+Int/Wis | On Hit: 2d6+Con Steam Damage | 3x Critical Extinguishes fires | Has a 50ft. Range when used underwater.
Standard Action | Ranged Attack | 250ft. Range 1 Attack | To Hit: 1d20+2+Int/Wis | On Hit: 2d4+Con Force Damage | 3x Critical Any creature hit by this attack must succeed a DC 12 Wisdom save or become confused; Causing them disadvantage on attacks and saving throws until the end of their turn. If they miss an attack in this confused state them must re-roll the attack again against a nearby ally or neutral.
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