Blurred Movement. Attack rolls against Basin have disadvantage unless Basin is incapacitated or restrained.
Evasion. If Basin is subjected to an effect that allows it to make a Dexterity 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.
Distress Spores. When Basin takes damage, all allies within 240 feet of it can sense its pain.
Sun Sickness. While in sunlight, Basin has disadvantage on ability checks, attack rolls, and saving throws. Basin dies if it spends more than 1 hour in direct sunlight.
Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage plus 1d4 poison damage.
Shortbow. Ranged Weapon Attack: -2 to hit, reach 20/40 ft., one target. Hit: 1d6 piercing damage.
Pacifying Spores (3/Day). Basin ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rapport Spores. A 100-foot radius of spores extends from the Basin. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals and that are specifically targeted by Basin. Affected creatures can communicate telepathically with one another while they are within all within the radius. The effect lasts for 1 hour.
Hypnotic Lights (Long Rest). Basin flares up in a hypnotic light show. The light appears for a moment and vanishes. Each creature within 30ft who sees the pattern must make a DC 10 Wisdom saving throw . On a failed save, the creature becomes charmed for the duration. While charmed, the creature is incapacitated and has a speed of 0. The affect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Comments