CaseyReeseKunst
Villager
Grassling
Small Plant, Chaotic Neutral
Armor Class: 16.
Hit Points: 55; Hit Die: 10d6+20.
Speed: 30'; Initiative: +4.
Abilities: Str 10 (+0), Dex 18 (+4), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 16 (+3).
Saving Throws: Dexterity +6, Wisdom +3.
Senses: Greensight 60', Passive Perception: 13
Languages: Sylvan.
Proficiencies: Bonus +2; Skill: Acrobatics +6, Nature +2, Perception +3, Sleight of Hand +6, Stealth +6, Survival +3.
Special Traits: Resistances: bludgeoning, charm; Vulnerabilities: fire.
Aversion to Fire: If the grassling takes fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Cunning Action: On each of its turns, the grassling can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion: If the grassling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the grassling instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Grassland Camouflage: The grassling has Advantage on Dexterity (Stealth) checks made to hide in grasslands.
Greensight: The grassling can see up to 60 feet through thick plant matter as though it were transparent. Greenery, leaves, and vines -- even lichen, moss, and slime -- offer no concealment to the grassling's sight.
Pack Tactics: The grassling has Advantage on an attack roll against a creature if any one of the grassling's allies is within 5 feet of the creature and the ally isn't incapacitated.
Thicket Stride: Grasslings can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment.
Actions:
Multiattack: The grassling makes four claws attacks.
Claws: +6 melee attack, reach 5', 7 (1d6+4) slashing damage.
Bleed: After any successful hit by the grassling, an opponent takes 2 (1d4) bleeding damage at the end of every round. Bleeding can be stopped by a DC 15 Wisdom (Medicine) check or through the application of any spell that cures hit point damage.
Challenge: 3 X.P.: 700.
Description: Grasslings are sneaky, inquisitive plant creatures that populate wild grasslands. These child-sized plants are made of long green stalks of loosely woven grass and have four arms, each with fingers like long blades. Leaves circle their heads like a crown. Their excellent reflexes allow them to twist away from danger with great agility and reach hiding spots before an observer can blink. Grasslings prefer stealth and deception to direct combat. They may set simple traps or confound their opponents with trickery. Grasslings are capricious and delight in playing pranks, which range from harmless to mean spirited.
(Converted to 5e from the Pathfinder adventure "The Twilight Child," by Ron Lundeen, 2018.)
Small Plant, Chaotic Neutral
Armor Class: 16.
Hit Points: 55; Hit Die: 10d6+20.
Speed: 30'; Initiative: +4.
Abilities: Str 10 (+0), Dex 18 (+4), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 16 (+3).
Saving Throws: Dexterity +6, Wisdom +3.
Senses: Greensight 60', Passive Perception: 13
Languages: Sylvan.
Proficiencies: Bonus +2; Skill: Acrobatics +6, Nature +2, Perception +3, Sleight of Hand +6, Stealth +6, Survival +3.
Special Traits: Resistances: bludgeoning, charm; Vulnerabilities: fire.
Aversion to Fire: If the grassling takes fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Cunning Action: On each of its turns, the grassling can use a bonus action to take the Dash, Disengage, or Hide action.
Evasion: If the grassling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the grassling instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Grassland Camouflage: The grassling has Advantage on Dexterity (Stealth) checks made to hide in grasslands.
Greensight: The grassling can see up to 60 feet through thick plant matter as though it were transparent. Greenery, leaves, and vines -- even lichen, moss, and slime -- offer no concealment to the grassling's sight.
Pack Tactics: The grassling has Advantage on an attack roll against a creature if any one of the grassling's allies is within 5 feet of the creature and the ally isn't incapacitated.
Thicket Stride: Grasslings can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment.
Actions:
Multiattack: The grassling makes four claws attacks.
Claws: +6 melee attack, reach 5', 7 (1d6+4) slashing damage.
Bleed: After any successful hit by the grassling, an opponent takes 2 (1d4) bleeding damage at the end of every round. Bleeding can be stopped by a DC 15 Wisdom (Medicine) check or through the application of any spell that cures hit point damage.
Challenge: 3 X.P.: 700.
Description: Grasslings are sneaky, inquisitive plant creatures that populate wild grasslands. These child-sized plants are made of long green stalks of loosely woven grass and have four arms, each with fingers like long blades. Leaves circle their heads like a crown. Their excellent reflexes allow them to twist away from danger with great agility and reach hiding spots before an observer can blink. Grasslings prefer stealth and deception to direct combat. They may set simple traps or confound their opponents with trickery. Grasslings are capricious and delight in playing pranks, which range from harmless to mean spirited.
(Converted to 5e from the Pathfinder adventure "The Twilight Child," by Ron Lundeen, 2018.)
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