Fire Absorption. Whenever the young adult strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.
A trusty mount: You are now able to mount this creature.
Armored monstrosity: You are now able to put simple armor on the young adult strider for defensive purposes.
Multi-attack: You can make one bite attack and one fire burst attack.
Bite: Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 7 (2d6 + 3) [piercing] damage.
Tail: Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 25ft, two targets. Hit: 3 (1d4+3)[bludgeoning] damage.
Fire Burst (Recharge 5-6) Action Ranged Attack. Ranged Weapon Attack: The young adult strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 5 (1d8+3) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried
Description
The Young Adult Strider is now mature but not at its final stage yet. It has become a lot larger so now the fire newts can mount it and put armor on it. It has become much stronger and they now do far more damage than before. The Young Adult Strider now completely understands the alignment system and they have chosen to take the dark side being Neutral Evil because that is what the fire newts alignment are and the fire newts raised them their whole life.
Comments