Large monstrosity, neutral
Armor Class: 17 (Breastplate, Dual Wielder)
Hit Points: 65 (10d10 + 10)
Speed:
50 ft
Skills: Athletics +5, Perception +3, Stealth +6
Senses: Darkvision 60 ft, passive Perception 13.
Languages: Common, Sylvan
Challenge Rating: 3
( 700 XP)
Proficiency Bonus: +2
Keen Smell. The Wemic has advantage on Wisdon (Perception) checks that rely on smell.
Pounce. If the Wemic moves at least 20 feet straight toward a creature and them hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.
Running Leap. With a 10-foot running start, the Wemic can long jump up to 25 feet.
Two-Weapon Fighting Rules (Modified via Fighter Fighting Style: Two-Weapon Fighting + Feat: Dual Wielder). When you take the Attack action and attack with a melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different melee weapon that you’re holding in the other hand.
- If either weapon has the thrown property, you can throw the weapon, instead of a melee attack.
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Action Surge. On your turn, you can take one additional action.- Once you use this feature, you must finish a short or long rest before you can use it again.
Actions
Multiattack. The Wemic can make two attacks, one with its claws and one with its weapon.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 3) bludgeoning damage.
Bonus Actions
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level (4).- Once you use this feature, you must finish a short or long rest before you can use it again.