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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.
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.
Can teleport 8 spaces if it starts and ends adjacent to a plant.
- Claws.2d10
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Sew this patch onto your pack and go camping. See what's been added to your inventory in the morning! In exchange for 1 ration the Packrat will leave behind a random item. Roll 1d10: (1 A harmful item. 2-4 An item only useful with creativity. 5-7 A useful mundane item. 8-9 A minor magic item or potion. 10 A powerful magic item (likely cursed).
The first time a 1 is rolled, instead of an item, the Packrat leaves 1d6 baby packrats. For 7 nights, the babies grow, taking total of 1d4 rations each night. They are not in your pack when you look. If you don't have enough slots to fit the Packrat babies your largest item disappears, added to the list of things that might be left on future nights. When all edible items in your pack are eaten, or 7 nights, all but 1 baby Packrat leave to find their own packs (each traveling companion must make a DC 15 WIL save or gain 1 Packrat Baby.)
Rooted (1/encounter). (1 Action) While rooted your speed is halved and you can't be forcefully moved.
On Defend: You may end rooted to restrain the attacker (escape DC 10).
Not so fast!
At the start of combat, create a shadow copy of yourself within 6 spaces. You control it, with your actions, as if it were you and the Shadow may move for free when you do. Any damage it suffers is dealt to you instead. If you sheathe this weapon you can swap places with the shadow after which it disappears.
"Oh, yes... this body will do quite nicely." - The Shadow King