Attacks against creatures in grass as tall as they are have advantage.
Your allies within Reach: 12 have your Environmental Affinity ability (it stacks)
- •Slam.1d4+20.
On crit: Summon a Termite minion (1d6)
- •Shake Loose.
Summon 7 (2d6) Termite Minions (1d6) within Reach: 1.
When summoning minions, balance is determined used the number printed, but if you wanna have more fun, roll the dice printed.
Damage degrades armor to None.
Attacks against creatures in grass as tall as they are have advantage.
- •Slam (x2).1d4+1.
On crit: Grappled
- •Rapid Growth (once).
Grass instantly grows to a height of ten feet on all soil within Reach: 3.
It may be grass, but it's still a tree. Just like palm trees!
Damage degrades armor one step.
Attacks against creatures in grass as tall as they are have advantage.
- •Slam (x2).1d4+2.
On crit: Prone
- •Branches (Once).
(Reach 2) 2d4+10 damage to all creatures within Reach. On damage: Grappled (escape DC 12 or any fire damage).
During the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
If you start your turn in grass taller than you are, you gain 7 temporary hit points. You are immune to the negative effects of tall grass.
- •Mighty Roar.1d12 (Range: 10).
On hit: Taunted for 1 round. Then:
- •Bite.2d6+4.
On hit: Grappled (Escape DC: 13).
During the day, your speeds are increased by 2 and you start encounters with 2 temporary HP per level.
During the night and during a round you take cold damage, your speeds are decreased by 2 and you miss on a 1 or 2.
You are immune to the negative effects of tall grass and do not provoke attacks of opportunity while in grass taller than you are.
- Bite.2d6+10.
On damage: Move 4.