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Prerequisite: Requires wisdom Con 12
 

The Escafil Device is a blue, glowing cube that only Andalites have access to. You are, or have come in contact, with an Andalite bearing an Escafil Device, and gained the ability to morph into various creatures. You can morph into any Animal you come in contact with, but only for two hours. Remaining in this state for longer will result in being stuck in that form forever.

While in these forms, you have the stats and abilities of the creature you morphed into, with the exception of Intelligence, which you retain

Requires 12 wisdom and 12 Constitution

Tier I

Acquiring, Morphing, and Thought-Speech

You gain the ability to acquire DNA from any living creature you touch. The creature must have DNA for this ability to work. Hostile creatures must make a Con save (INT DC). Upon a failure, the creature stills itself, and does not make a move the next turn. Upon a success, you do not acquire the DNA, and the creature can make an attack of opportunity on you as a reaction. Creatures that are a size or large than you have advantage on this save.

 

In addition, you gain the ability to morph into the creatures whose DNA you have acquired. You take on the stats of said creature, with the exception of Intelligence, which you retain. You can hold this form for two hours before needing to demorph. Failing to do so will cause you to be trapped in your morphed form for the remainder of your life.

Must make a dc12 wisdom saving per action of morphing for large and above creatures.

You cannot cast spells while in morph.

Spells that change your physical being can force you out of a Morph upon the spell duration ending.

Damage dealt to you while morphed can kill you. Unmorph before reaching 0 HP to ensure you do not go unconscious.  Subtract 1 from each death saving throw made while morphed. 

For every 10 points of damage you take in morphed form you take 1 damage in demorphed form.

Acquiring, Morphing and demorphing each require seperate actions.

While in morph, you have the ability to communicate in Thought-Speech.  You can speak to specific people, or a group of people, directly to their minds, though they will not understand you if you do not speak a language they understand. The range of thought-speech is 300.

Small creatures are a bonus actions and have no restrictions outside combat on number of morphs 

Medium require 1 action to morph

Large require 2 actions to morph

Gargantuan require 3 actions to morph.

Tier II

Wis 13 con 12 req 

Can now use a piece of dna from a creature such as feathers claws and such. For a one time morph the dna is burnt up after morph and time limit still applies.

Shapechange Resistance

You are well versed in the world of shape-changing, and know how to resist when being forced into a new form. You have +2 advantage on all throws involving a hostile creature casting a shape-changing spell on you. 

Morph Healing

You know how to heal small wounds by morphing. Roll 1d4 and add your Intelligence modifier. You heal this amount.. You can do this two times per long rest.

Now requires dc10 saving throw per morphing action for large and up creatures.

Tier III

Can now aquire permanent dna morphs from pieces of dna such as feathers claws blood.

Wis 14 con 12 req

Morph Healing is now a 1d8  with 3 uses on a long rest

+4 on advantage on saving throws to being force change by spells of abilities.

Dc8 for wisdom saving throw per morphing action on huge or greater creatures no longer required for large creatures.

Medium creatures now can be used as a bonus action a long with small creatures large creatures require only 1 action and gargantuan require 2 actions.

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/22/2020 4:21:22 AM
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