Avoidance. If the slitherwisp is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Displacement. The slitherwisp projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the slitherwisp is incapacitated or has a speed of 0.
Freeze. If the slitherwisp takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Life Magic. If the slitherwisp is bonded and its bonder uses a reaction to cast a spell, the bonder may choose to lose 10 life. If they do, they regain an expended spll slot of 3rd level or lower.
Water Blend. While in water, the slitherwisp is nearly invisible. To spot the slitherwisp, a creature must make a DC 17 Wisdom (perception) check. This effect ends as soon as the slitherwisp is out of the water.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Frightful Presence. Each creature of the slitherwisps choice that is within 120 feet of it (and aware of the slitherwisp) must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A ccreature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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