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Druid |
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Druid: Great Beast Spirit: Crawling Beetle |
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The Crawling Beetle spirit look after crawling and whimsical animals
that would rather mind their own business such as caterpillars, bees, and
snails. |
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Crawling Beetle Wild Trait Options |
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Agile. This
creature armour class becomes equal to 10 + Dexterity modifier. The 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. Bulky.
This creature has proficiency in Strength and
Constitution saving throws. Large
(counts as 2 wild traits). This creature’s size
is large and as a result this creature adds 10 to all its speeds 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). Natural
Protection. This creature’s armour class becomes 15
instead of the template’s normal armour class and it does not add Dexterity
to its armour class. Protective
Shell. This creature gains a +2 bonus to its
armour class. Relentless. Once
when this creature would normally be reduced to 0 hit points, it is reduced
to 1 hit point instead. This creature can use this wild trait once between
short or long rests. Skilled
Adaptor. This creature has proficiency in Stealth
and Survival. If this creature is already proficient with both of these
skills, it instead gains expertise in one of these skills. Special
Attack: Poison Sting. When this creature takes
an attack action, it can replace one of its attacks with a special attack, a
poison sting: •
Poison Sting. Melee
attack, reach 5 ft., 1d4 piercing damage and 1d8
poison damage. This attack has advantage against grappled creatures. Sticky-footed. This
creature gains a climb speed equal to its speed. If this creature already has
a climb speed, it can increase that climb speed by 10 feet instead. This
creature also gains the ability to move up, down, and across vertical
surfaces and upside down along ceilings. 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. Strong
Wings. This creature gains a 40-foot fly speed. If
this creature already has fly speed, it can increase that speed by 10 feet
instead. Toxic Skin. This creature’s
skin is covered in a toxic mucus. Once on a turn, a creature that comes in
contact with the mucus must make a Constitution saving throw or become
fatigued until the end of its next turn. If the target rolls a 1 on the
saving throw, it becomes paralysed instead. A creature comes in contact with
the mucus: •
If it hits this creature with an unarmed strike. •
If it ends its turn grappled or restrained
by this creature (or grappling or restraining this creature). •
When this creature hits it with an unarmed strike, it
can forgo dealing damage to instead touch the target with the mucus. |
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