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Nimble TTRPG
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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.
Awaken 2 nearby trees into tree minions each round.
- •Charming.
DC14 WILL save or charmed for 1 round. Then:
- •Claws.2d10+10,.
advantage against charmed creatures
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Lesser Mana Lotion (2 Uses). Administer during a Field Rest to spend a Hit Dice recovering mana instead of HP.
Mana Lotion (2 Uses). Administer during a Field Rest to spend up to a Hit Dice + KEY recovering mana instead of HP.
Greater Mana Lotion (3 Uses). Administer during a Field Rest to spend up to 2 Hit Dice recovering mana instead of HP.
Supreme Mana Lotion (3 Uses). Administer during a Field Rest to spend up to 2 Hit Dice + KEY recovering mana instead of HP.
A creature may benefit from only 1 Lotion or Salve per Field Rest or Safe Rest.
Lesser Mana Salve (2 Uses). Administer during a Field or Safe Rest to store a free spell up to Tier 1. Disadvantage on next initiative.
Mana Salve (2 Uses). Administer during a Field or Safe Rest to store a free spell up to Tier 3. Disadvantage on next initiative.
Greater Mana Salve (3 Uses). Administer during a Field or Safe Rest to store a free spell up to Tier 5. Disadvantage on next initiative.
Supreme Mana Salve (3 Uses). Administer during a Field or Safe Rest to store a free spell up to Tier 7. Disadvantage on next initiative.
A creature may benefit from only 1 Lotion or Salve per Field Rest or Safe Rest.
1d8 + STR Bludgeoning damage
1d6 Bonus damage to Goblinoid Creatures