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False Fey Forest: Deceptive veil.

Appear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.

Lvl 4 large fey plant
H530
False Fey Forest: Deceptive veil.

Appear as normal plants. Roll naturecraft to spot them. If they attack you while veiled, make an INT save (DC5+lvl of highest present fey). On fail you can't tell any of them apart.

Grasping Roots.

All adjacent spaces are difficult terrain

Choose one.
  • Branching pull.

    (range 6) DC14 STR save. Push/pull a creature 4 spaces, half on sucess

  • Shaking Roots.

    (All adjacent creatures) DC12 DEX save, on fail 1d10 dmg and fall prone

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Legendary Gauntlets

The Stormforged Gauntlets, Fire and Water were born amidst the tumultuous fury of Stygia and crafted by the master smith Hephaestus himself. Each gauntlet shines with elemental power, one pulsating with the raging fire of a furness, the other flowing and smooth.

Magical Strikes. Your unarmed attacks with the gauntlets do 1d12 damage. The damage type is fire or cold, depending on which hand you hit with. (Left is Fire, Right is Water) When you attack with the gauntlets you are considered to be dual wielding.

1/Encounter Fire fist. When you hit an enemy with Fire you can make it into a fiery blow causing blindness and smoldering for 1 round. This effect does not work if the creature is immune to fire damage.

1/Encounter Water Whip. When you attack you can turn the gauntlet into a whip, increasing the attacks range to 6 squares and pulling the enemy you hit within 1 square of you and causing them to be hampered. This only works on creatures sized Huge or smaller.

1/Day Fire/Water dash. For one minute your movement speed doubles on land and water. Any creature you come within 1 square of takes key damage.

1/Day Water/Fire Implosion. You can slam your fists together, causing an orb of water to burst out around you in a 4 square radius. Each creature huge or smaller in the radius must make a DC 16 Strength saving throw. On a failure they all get pulled within 1 square of you, taking 5d6 cold Damage and then you explode, causing 5d6 Fire damage and knocking them back 2 squares, on a success they take half damage. For 4 rounds, the area around you in a 6 square radius is filled with steam and becomes heavily obscured. You can see through the steam yourself.

Uncommon wondrous item

Throw this at a wall and in 6 seconds it will explode, creating a big wooden door.

If there is empty space behind the wall then the door will lead to it, otherwise it will open to a wall.

Used by rogues to inflitrate into places, or to escape in a chaotic situation.

Action: Toggle on/off. When on, gain Darkvision 12 but become Blinded for 1 minute if you look at any source of bright light within range.