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.