(WIP) A full 1:1 version of Azeroth: Every faction, zone, dungeon, city and POI from the 2004 classic game! Embark on an epic high-fantasy roleplaying journey set in the timeless world of World of Warcraft: Classic.
Played | 47 times |
Cloned | 0 times |
Created | 106 days ago |
Last Updated | Yesterday |
Visibility | Public |
Description
Murlocs tend to dwell in amply-populated coastal settlements, and it is unusual to find individuals wandering too far from their compatriots. The creatures often lurk out of sight beneath the surface of the water. Murlocs organize into small tribes and larger clans. The clans can muster their tribes into a fighting force when needed for invasion. Rarely, clans may join each other to form larger forces. Amphibious: The murloc can breathe air and water. Pack Tactics: The murloc has advantage on an attack roll against a creature if at least one of the murloc's allies is within 5 feet of that creature and the ally isn't incapacitated. Slippery: The murloc has advantage on ability checks and saving throws made to escape grapple.
Size | Small |
Type | Monstrosity |
CR | 0 |
XP | 25 |
Languages | Nerglish |
Armor Class | 12 |
HP Range | 2 - 7 (Avg: 5) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Spear
Melee Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.