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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+4.
On hit: teleport itself or the hero to a tree within 6
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2-handed, Reach 2, 1d10+STR piercing. Has 12 charges.
[1A/1R + 1 Charge] you or an adjacent ally become Charged.
1/ENC, [2A + 4 Charges] Line 12 and teleport anywhere on the path: all creatures affected make a DC 15 DEX save; if failed, 4d8+12 lightning, if successful, halve dmg. If you were Charged, lose the Condition and ignore the DEX save.
If you use your last action to attack, you can change the dmg to lightning and arc onto a secondary target within Reach.
Recharge by taking lightning dmg (1 Charge per Mana used) or by catching a lightning in a storm. After you use it to kill a nature-blessed creature (druid, genasi, elemental priest etc.), you must make a prayer in Elvish to atone for that crime. If not done, and whenever you touch it again, WIL save DC 15 or it throws a bolt at yourself and disappear.
3 actions - Create a stream of water that is ankle high and 5 feet wide. The water ceases to exist after a minute. If you use this over multiple turns, the stream is continuous.
This magical arrow/bolt can be fired from a ranged weapon to teleport the target to the nearest stream within Reach: 8 on a hit.