|
Druid |
||||||||||||||||
|
Druid: Great Beast Spirit: World Snake |
||||||||||||||||
|
The World Snake spirit looks after serpentine, often scaly, animals
that lurk in damp environments such as lizards, crocodiles, and vipers. |
||||||||||||||||
|
World Snake Wild Trait Options |
||||||||||||||||
|
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 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). 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. Extra
sensory. This creature gains blindsight out to a
range of 30 feet. Natural
Camouflage. When this creature takes the hide
action, it can attempt to hide by pressing itself up against a solid surface,
allowing it to hide in plain sight. If this creature hides against a surface,
it remains hidden for as long as it remains there without moving or taking
actions. Once it moves or takes an action or a reaction, this creature is
revealed. Any creature that observes this creature hide in this way remains
aware of this creature’s location. Natural
Protection. This creature’s
armour class becomes 16 instead of the template’s normal armour class and it
does not add Dexterity to its armour class. Skilled
Escapist. You gain proficiency in Acrobatics and
Survival. If this creature is already proficient with both of these skills,
it instead gains expertise in one of these skills. Multiattack:
Crushing Coil (counts as 2 wild traits). This
creature can use a bonus action to make a special attack, crushing coil: •
Crushing Coil. Melee
attack, reach 5 ft., 1d4 bludgeoning damage. The
attack fails if the target is not grappled by this creature
or of the target is larger than this creature. On a hit, the target is
also restrained until the grapple ends. Further, this attack
automatically hits a creature already restrained by it. This creature
cannot use this attack on another creature when it already has one
target restrained by this attack. Special
Attack: Venomous Fangs. When this creature
takes an attack action, it can replace one of its attacks with a special
attack, venomous fangs: •
Venomous Fangs. Melee
Attack, reach 5 ft., 1d6 piercing damage and 1d6
poison damage. On a hit, the target must also succeed on a Constitution
saving throw or become poisoned until the end of its next turn. If the
target rolls a 1 on the d20 for this saving throw, is also becomes fatigued
while poisoned by this attack. Territorial. Creatures
provoke an opportunity attack from you when they move 5 feet or more while
within your reach. 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. Swimmer.
This creature has a swim speed of 40 feet. If this
creature already has a swim speed, its swim speed is instead increased by 20
feet. While this creature is submerged in water, it can take the dash action
as a bonus action. This creature can also breathe water. |
|
|||||||||||||||