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When a fleshraker charges a foe, it can make a full attack, plus one rake attack. If a fleshraker successfully hits and damages a target of its size or smaller that it pounces on during a charge, it can make a free trip attack without provoking attacks of opportunity. If the fleshraker wins the opposed trip check, it can make an immediate grapple check. If it succeeds, the opponent is considered grappled and pinned on the ground beneath the fleshraker. On each subsequent round, the fleshraker can deal automatic claw and rake damage with a successful grapple check against a pinned opponent.
Injury, Fortitude DC 14, initial damage 1d6 Dex, secondary damage 1d6 Dex. The save DC is Constitution-based.
Attack bonus +2 melee, damage 1d6+2.
Fleshrakers have a +8 racial bonus on Hide checks and a +6 racial bonus on Jump checks. The Hide bonus increases to +10 in forested areas.