Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Heart Sight. The Vittra touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The Vittra magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
Description
Almost gnome-like in appearance, the Vittra are magical creatures of the forest. They distance themselves from most humans and will attack if they are disturbed. They keep invisible cows but will often "borrow" cows from nearby human settlements though will return them with a mysterious ability to produce more and higher quality than before they were taken. they are believed to be distantly related to gnomes
Lair and Lair Actions
Vittra lairs are often tunnels, not dissimilar from rabbit warrens. They keep cattle (which are invisible) for their milk.
Previous Versions
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Coming Soon
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