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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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While wearing this amulet, you are hidden from divination magic. Your forgettable appearance gives you disadvantage on Influence checks.
This underwater vehicle is remarkably complicated to use and requires a DC 15 Examination check to use if your INT is less than 4. Two people can fit inside with enough air for 5 hours. The claws can grab and make unarmed attacks. If damaged by a critical hit, the apparatus begins to leak and will flood in 3 turns.
When rolling Hit Dice during a Field Rest, roll with advantage and add 2 x STR. Roll the effect of potions with disadvantage.