Casimir Liber
Adventurer
yes. agreedDo you think that's enough to lower them to CR 1/8? The Resin Hound is a more dangerous opponent.
yes. agreedDo you think that's enough to lower them to CR 1/8? The Resin Hound is a more dangerous opponent.
yes. agreed
Right - had started making Circle of Nightmares:
"Adherents of this circle hold that all planes are part of nature, and none more so than the Far Realm, which they believe to be linked to the material plane in a similar fashion to how adherents of the Circle of Dreams view a connection between the material plane and the Feywild. The name by which they call themselves is unknown, but the term "Circle of Nightmares" has become the de facto name as an abhorrent analogue of the Circle of Dreams."
Ichor of Entropy
At 2nd level, you become imbued with the entropic aberrant vitality of the Far Realm. You are a font of energy that offers respite from injuries. You have a pool of outre energy represented by a number of d6s equal to your druid level.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
You regain all expended dice when you finish a long rest.
6th lvl: Create Pine Kindred
Extra spells learnable include misty step, arms of hadar, hunger of hadar.....
work in progress - need to sleep now...will be back on in 6-7 hours...
work in progress - need to sleep now...will be back on in 6-7 hours...
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (−3) | 16 (+3) | 12 (+1) | 2 (−4) | 10 (+0) | 1 (−5) |
Argorian wormkin looks all in order...I'll publish on DnDbyeond in a few hoursArgorian Wormkin
Tiny construct, neutral
Armor Class 14 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 20 ft., climb 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 4 (−3) 16 (+3) 12 (+1) 2 (−4) 10 (+0) 1 (−5)
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2
Special Traits
Cannot Be Killed. If an Argorian wormkin is damaged but not destroyed, it will fully recover from its injuries in an hour, regardless of the form of damage it took.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Plus poison – DC 11 Con save or be poisoned for 1d8 rounds, during which time violent retching reduces their speed to half (round up to the nearest 10 ft., minimum speed 5 ft.). If a target is poisoned multiple times by wormkin venom, they become incapacitated with nausea while within the duration of two or more doses of poison.
Reactions
Division. When a wormkin is subjected to hit points of damage, it splits into two wormkin if it has at least 2 hit points. Each wormkin has hit points equal to half the original wormkin's, rounded down. These wormkins rejoin into a single wormkin with full hit points an hour later (see Cannot Be Killed).