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 Stats: ❤️1d6 Hit Dice❤️4 HP🩵1d6 Mana Dice🩵4 MP⬆️Size 1-3
 HP increase: Gain another hit die for every 1 additional size.
 Attribute increase: 

 Abilities: 
 Duration: Always active.

You have a stinger.
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of -2.
 Execution time: 1️⃣Single action( ➡️Active )
 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. If the result of your SNK save 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.


 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 STR score to a minimum of -1.
 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 PER score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of 0.
 Target: 👤Creature( Hit target's AC. )
 Duration: 24 hours.
 Range: Your weapon's range.
 Requirements: Sting must be made with a stinger.

 On critical hit: Deal standard damage as well. On hit: Target becomes poisoned. The poison deals 1d4 toxic damage.
 Duration: Always active.

You have Swimming and Diving but have no walk speed.
 Duration: Always active.

You no longer have to stay on the surface of water while Swimming.
 If proficient: You are also skilled at landing from difficult falls into water. The damage you would take from falling into water is deboosted P times. If fluent: The damage you take from falling is instead deboosted F times.

 Body Parts: 
Mouths gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.

Mouth Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Mouth 1 -3 Normal (5 feet) 0 0 lb. -3 Bashing, Biting, Small Body parts
1Normal (5 feet)
Stingers gain SB when you're attacking a creature with a shield.

Stinger Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Stinger 1d4 Toxic -3 Normal (5 feet) 0 0 lb. -3 Handy, Stinging, Weapon Body parts
1d4 ToxicNormal (5 feet)

 Familiar Abilities: 
 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. If the result of your SNK save 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.


 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: 24 hours.
 Range: Your hand's range.
 Requirements: Target is not a weapon.

Target makes a creature become poisoned. The poison deals 1d6 toxic damage. The way the item delivers this to its user depends on the nature of the item. If it's food or drink, it's when the item is consumed. The GM may approve other cases as well. The item only delivers the poison effect once.
 End condition: Target dies. If proficient: The poison instead deals 1d8 toxic damage. If fluent: The poison instead deals 1d10 toxic damage.