Animorph Image

After having touched the Escafil Device, you now have the abilities bestowed by the device: Acquire and Morph.

Acquire: You can use an Action to touch any creature that has DNA (Humanoids, Aberrations, Beasts, and Giants), and absorb that DNA into your body. While touching the creature you wish to acquire, you must concentrate on the creature (CON Check DC 10 + CR of Creature, or 1 if less than 1) for 1 Round, uninterrupted. If the Check is successful, the creature is considered Stunned for as long as you continue touching it. If contact is broken before the entire Round has taken place, the creature will attempt to escape. You can attempt this as many times as you want, but once a creature has been Acquired it can no longer be affected by this ability.

Morph: You can use a Round to transform into any Creature you have acquired. You can revert to your normal form by using another Round. While you are Morphing you are considered Stunned until the start of your next turn. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can stay in this form for a maximum of 2 hours, if you don't revert back to your normal form before the 2 hour mark, you remain in that form indefinitely, and you can no longer use the abilities of this Feat. While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you must make a Charisma Saving Throw (DC = the creature's CHA Score) to retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores (if you fail, the DM determines your Actions. You can repeat the saving throw at the start of your turn, or use your turn to Morph back to your normal form). You would also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you drop to 0 hit points, you are knocked unconscious, and you remain in that form even if you die. When you are able to Morph successfully back to your normal form, you return to the same hit points you had before Morphing.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Morphing does break your concentration on a spell you’ve already cast, however, and prevents you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You gain limited Telepathy while Morphed. You can communicate with any one creature within 100 feet, or any number of creatures you choose within 60 ft. Any Creature that can understand a language understands you when speaking this way.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • Your equipment falls to the ground in your space, or is worn by your new form if you transform into a creature the same size as you. Clothing that is skin-tight can merge into your new form. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must fall to the ground.
Animorph Image

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes