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Druid |
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Druid: Great Beast Spirit: Clever Monkey |
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The Clever Monkey spirit looks after animals that are adept problem
solvers and climbers such as great apes and monkeys. |
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Clever Monkey Wild Trait Options |
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Agile. This
creature has proficiency in Dexterity saving throws, and it can use its
choice of its Strength or Dexterity modifier for attack and damage rolls with
unarmed attacks. It must use the same modifier for both rolls. Brush. Opportunity
attacks against this creature have disadvantage. Bulky.
This creature has proficiency in Strength and
Constitution saving throws. Evasive. When
this creature is subjected to an effect that allows you to make a Dexterity
saving throw to take only half damage, it instead takes no damage if it
succeeds on the saving throw. Large
(counts as 2 wild traits). This creature’s size
is large and as a result this creature gains +2 bonus to its armour class and
a 1d4 damage bonus to its melee damage rolls. The large trait replaces the
template’s physical ability scores with: Strength 17 (+3), Dex 12 (+1), Con 16
(+3). Multiattack:
Mighty Fists (counts as 2 wild traits). This
creature can use a bonus action to make a special attack, mighty fists: •
Mighty Fists. Melee
attack, reach 5 ft., 2d6 bludgeoning damage. On a hit,
this creature can push the target up to 5 feet away from it. Pack
Tactics. Once per turn, this creature has advantage
on a melee attack it makes against another creature when at least one of its
allies is within 5 feet of that creature and the ally isn’t incapacitated. Rampage. When
this creature reduces another creature to 0 hit points with a melee attack on
its turn, it can immediately use a bonus action to move up to half its speed
and make another attack. Skilled
Athlete. You gain proficiency in Acrobatics and
Athletics. If this creature is already proficient with both of these skills,
it instead gains expertise in one of these skills. Special
Attack: Strong Throw. When this creature takes
an attack action, it can replace one of its attacks with a special attack, a
strong throw (it must be able to find something to throw to use this attack): •
Strong Throw. Ranged
attack, range (25/50), 2d6 bludgeoning damage. On a
critical hit, the target is also knocked prone. This attack can use
Strength or Dexterity modifier for attack and damage rolls. It must use the
same modifier for both rolls. Strong
Leap. This creature has advantage on Strength
(athletics) checks, and its jumping distance is doubled. Further, this
creature does not need a running start to make a long or high jump. Sure-footed. This
creature gains 30 feet climb speed. If this creature already has a climb
speed, it increases that climb speed by 10 feet instead. This creature also has
advantage on Dexterity (acrobatics) checks. |
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