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!
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.
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).
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.