Slippery: advantage on Dex checks to escape bonds, squeeze through narrow spaces, end grapples. Excretes nonflammable oil, either slippery or sticky and can change from one consistency to another as bonus action.Con increased 2, Dex increased 1, Int decreased 1.You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. You are immune to poison damage and the poisoned condition. SIZE: Not specified, but I assume small.ASI: Not specified, but at least one point is in Dexterity.While on the ground deals 2 extra dice of damage with any weapon attack.Advantage on Dex checks made to hide in rocky terrain.Regains 1 HP at the start of each turn while it has at least one HP and korred is alive. Must succeed Dex save throw or become grappled and is restrained until free. ![]() and entangle an large or smaller creature that can be seen. As bonus action commands rope within 30 ft. Bludgeoning, piercing, and slashing for nonmagical attacks. ![]()
0 Comments
Leave a Reply. |