Acridor

Medium humanoid, chaotic neutral

Armor Class

14

Hit Points

39 (6d8 + 12)

Speed

40 ft.

STR

14 (+2)

DEX

12 (+1)

CON

14 (+2)

INT

8 (-1)

WIS

12 (+1)

CHA

6 (-2)

Senses

Darkvision 60 ft., passive Perception 13

Skills

Athletics +3, Perception +3, Survival +3

Languages

Pheromones (between acridor only), Undercommon

Challenge

1 (200 XP)

Natural Jumpers. The acridor’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Limited Flight (Recharge 4-6). Acridor are not skilled fliers, and can only fly over short distances. As a move action, an acridor can fly 60 ft.

Actions

Multiattack. The acridor makes two attacks, one with its bite and one with its claw or kpinga, or two kpinga attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +2) piercing and 3 (1d6) acid damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) slashing damage.

Kpinga. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 +2) piercing damage.

medium
humanoid
cr1
out-of-the-box-5e