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Attacks daze on crit.

Attacks daze on crit.
Heavy armor against ranged attacks.
- •Gale (2x).
(Range: 12) 1d4+3 slashing. On damage: Knockback Primary Die spaces.
- •Sweep (1 Use).
(2x2 area in Range: 12) DC 11 STR check or prone.
Made by SanityWithIn for Monster Monday Week 26: Island.
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These shoots of magical vegetable are perfect for fashioning into stilts, they make you a little taller, and lot faster.
- For 1 minute your speed is 10.
- If the last action of your turn was used to move you may use a reaction to move again in a straight line as much as you moved this turn.
- When you stop moving in a straight line you must make a DEX save equal to half the number of spaces moved since you were last still, or fall prone and take 4d8 bludgeoning damage.
- After 1 minute the stalks are broken and produce one Celerity Seed.
(1/ encounter) Action. Pick up an ally that is smaller than you and throw them 2 + STR spaces. The ally may make one melee attack for free against an enemy in range of their landing zone. Add your fury dice to the damage of the attack. (4+ STR required)
"OK, then, just like we did in the Danger Room!"
Action: Consume addictive drug, take 1d6 Poison damage, & choose 1 effect.
Effects: For 1hr, Reroll 1 Attack per Round. OR... Examination/Perception have Adv.
Natural Stimulant native to Nightfall and Everdawn whose leaves fortify local fauna.