Everdawn DM

Advantage against creatures, if an ally is adjacent to it.
Flee combat when outnumbered.
- Bite.1d8+2 Piercing.
On crit: Vicious.

1/Round, Free Adv attack by creature OR rider after 4+ line movement over enemy.
Immune to (most) Forced Movement, but D-Adv to Jumps (1d4 for distance).
- •Gallop.
Move up to 12.
- •Hooves.3d6+2 Bludgeoning.
On crit, Prone.
- •Shimmer.
(While Sunlit, Reach 4, AoE) DC-8 INT/DEX Save or observers are Dazed for Round(s) = DC/Save difference. A Crit Fail forces Blinded for 1 Round instead.
- •Peck.
2d10 Piercing.
- •Gust.
(Reach 6 AoE) DC12 STR Save. Forced Movement equals DC/Save difference.
At 35 HP, Action and Movement are doubled!
All Pecks are Rushed. Gust is now DC10 STR Save.
Three more hits! Gust is constant, granting disadvantage to Ranged Attacks, and forcing STR Saves at the end of each of its turns.

Advantage vs damaged creatures.
1/Round, 2 allies can move.
- Ravage (x2).2d6

Advantage vs damaged creatures.
- •Shoot (x2).1d6+2 Piercing.
Range 10.
- •Ravage.1d6+2 Slashing.
Use if melee attacked.


Rip Apart crits vs Grappled creatures.
- Rip Apart (x2).1d6+2.
On hit: Grappled (DC 10 escape).

1/Round, leap 2-4 toward enemy. DC15 STR/DEX Save or Dazed & Prone.
- •Ravage (x2).2d6+5 Slashing.
On Crit: Armor reduces 1 step or unarmored falls Prone.
- •Midnight Growl.
(Reach 6, AoE) DC15 WIL Save or Frightened for one round. DC 14 after 1st use.
- •Shimmer.
(While Moonlit, Reach 6, AoE) Stalk prey (halve movement). Creatures in view are Dazed for 1d6 Rounds.

Rip Apart crits vs Grappled creatures.
1/Round, 2 allies can move.
- •Rip Apart.1d6+2.
On hit: Grappled by Worg (escape DC 11).
- •Slash (x2).2d6

Rip Apart crits vs Grappled creatures.
- •Rip Apart.1d6+2 Slashing.
On hit: Grappled by Worg (DC 10 escape).
- •Slash or Shoot (x2).1d6+2.
Gnoll Hunters Shoot Range 10.

1/Round Reaction, use movement to disadvantage a targeted attack. OR...
1/Round Reaction, when unmounted, Interpose and Bark (before taking damage) when an ally is targeted.
- •Bite.2d6+2
- •Bark.
(Reach 6, AoE) DC13 WIL Save or Frightened for one round. DC lowers (-3) after use.

1/Round, Free Adv attack by creature OR rider after 4+ line movement over enemy.
Susceptible to Forced Movement like a Med creature. Adv to running jumps (1d6 distance).
- Beak.2d6.
On crit, Poisoned.