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Creature:Green Dragonfly

From Teriock
 Stats: ❤️4d10 Hit Dice❤️24 HP🩵2d12 Mana Dice🩵14 MP⬆️Size 1
 Attributes: INT3STR0MOV0SNK1PER2
 Creature types: InsectDragonfly
 Regions: Southern Isles
 Looks: Large hybrids of dragons and mundane dragonflies. They appear as small dragons with dragonfly wings.

Dragonflies are usually found in the Oni Isles, although some have left their native grounds. These creatures are highly intelligent and are often mages of one or more types. Every dragonfly has their own pond, swamp, or small body of water that it treats as its lair.


 Abilities: 
Limitation: Below 0 INT only and only in lair.
 Delivery: 👉️Touch( 🪨UB🤚Hand⚔️Attack )
 Target: 👤Creature( Hit target's AC. )
 Duration: 1 hour.
 Range: Your hand's range.
 Requirements: A creature may only have up to PRES creatures charmed at a time.

 On hit: Target is charmed.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 1.
 Duration: Instant.
 Range: 15 feet.

 On fail: All magic items targeted and beared by targets are destroyed. On success: Only the magic items that are not being used are destroyed. Target takes half as much damage from this as they would otherwise. This is calculated after any boosts or deboosts. Heightened: For each additional MP spent, deal an additional 2d10 magic vine damage. Additionally, the range of this increases by 5 feet.
Limitation: In or above water.
 Duration: Instant.
 Requirements: You are in a location with shadows, dim light, three-quarters cover, or some other feature which the GM determines is appropriate for being hidden. You must remain in areas that maintain these conditions to stay hidden.

You become hidden. As you do this, you may roll 1d20 + 2 × SNK. If this is greater than your passive sneak (10 + 2 × SNK), then you use it as your hidden DC. If not, use your passive sneak.

When you are hidden, you cannot be seen. This condition is always associated with some hidden DC it takes to see you. Unless otherwise noted, it's your passive sneak (10 + 2 × SNK). Other creatures will only be able to see you (or know that you're there) if they use some relevant ability that lets them do so, if their passive perception (10 + 2 × PER) is greater than your hidden DC, or if enabled to by some other effect. In most cases, a creature trying to see you will have some check which must pass your hidden DC.

While hidden, if someone knows where you are but is unable to see you, any attacks they make against you are done with disadvantage. Similarly, any attacks you make against someone that can't see you are done with advantage. Attacking causes you to no longer be hidden.

While hidden, you must not Move faster than your hidden speed. Any other movement effects require a DC 15 SNK feat save to remain hidden.


 If proficient: Instead roll 1d20 + 2 × SNK + P for your hidden DC (if it's greater than your passive sneak). If fluent: Instead roll 1d20 + 2 × SNK + F for your hidden DC (if it's greater than your passive sneak). Attribute improvement: This ability sets your SNK score to a minimum of 2. Feat save improvement: This ability gives proficiency in SNK feat saves.
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of 3.
 Duration: Always active.

 Attribute improvement: This ability sets your PER score to a minimum of 2.
 Duration: Always active.

You gain Offensive Martial Arts and Defensive Martial Arts.
 Duration: Always active.

Your hands and other handy items count as weapons for the purposes of abilities that target or are delivered by them (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
 If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
 Duration: Always active.

Your hands and other handy body parts count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
Note: This does not make your hands blocking.

 If proficient: The BV is now +2. If fluent: The BV is now +3.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your STR score to a minimum of 0.
Limitation: Dragonfly insect only.
 Casting time: 10 minutes.( 🐢Slow )
 Duration: 1 hour.
 Range: 5 feet.

Target is fully transformed into a common animals. The maximum BR of animals you can choose is 3.
 Heightened: For each additional MP spent, the maximum BR available to you increases by 3. If proficient: The maximum BR available to you is now 3 × P. If fluent: The maximum BR available to you is now 3 × F.
Limitation: In lair only.
 Duration: Always active.

At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you were dead due to HP loss, this brings you back to life. If you take fire damage, this effect doesn't apply on your next turn. You only die due to HP loss if you start your turn without successfully regenerating HP.
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of 1.

 Body Parts: 
Reinforced Carapace Stats
Name Base Damage Attack Penalty Piercing Range AV Weight Min STR Properties/Abilities Equipment Classes
Reinforced Carapace 0 -3   Self 4 0 lb. -3 Armor, Body parts
0Self
Rending claws gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Rending Claw Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Rending Claw 1d8 -3 AV0 Normal (5 feet) +1 0 lb. -3 Handy, Weapon Body parts
1d8Normal (5 feet)