Glow. Blue Lizard Spirit can choose to illuminate a 5 ft sphere originating from the creature's 2 ft long body. The glowing sphere allows players to inspect items/environments within that sphere with advantage.
Nature. The lizard if not using another action, can give the player +3 to all Nature Checks.
Visible. The player with whom the Blue Lizard Spirit is attached to, has a -2 to all Stealth Checks.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.
Scout Ahead. The lizard can scout ahead, invisible to all, up to 200 feet and report back almost instantaneously. It communicates only with whom their bond is strongest.
Lick Wounds. Spending one action, the Attuned Creature can send the Lizard to aid a party member. Once there, and at the top of that creature's turn, Blue Lizard Spirit transfers 1d6+6 HP from itself to the creature in aid. The Blue Lizard Spirit continues to do this, until its own HP reaches 3 or lower at which point the Lizard must use its following action to return to its Attuned Master.
Severe Withdrawals. if the Blue Lizard Spirit is not physically touching the creature for 4min with whom it has connected itself to. It will suffers a 1d10 + the attuned creatures' constitution modifier subtracted from their HP until the lizard returns.
Sacrifice for Life. During The Blue Lizard Spirit's action, the player with whom the creature is attached, can ask the lizard to sacrifice its spirit life. If the creature does this, heal any unconscious player for 3d10 pts. The Lizard Spirit can be awakened Only by having a Scroll to revive it or returning to the birth place of the fey or having a fey give its own lIfe to revive the The Lizard Spirit
This spell also requires the lizard's full concentration for 2 minutes.
Description
A small, slender form can be seen darting this way and that. Racing up tree branches, and leaping from branch to branch, all with incalculable speed leaving a scrambling path of blue light to trace its movement. The lizard is long. About 2 feet or more. The scales that would be any other color appear a bioluminescent blue which illuminates objects faintly within a 2 ft radius from the creature. The creatures mouth seems devoid of teeth. Its' eyes swivel in contradiction to one another as they glance about their environment.
Once rumored to exist all throughout the Ganagate Greens, these rare and elusive spirits are modernly considered to be all, or nearly, extinct. Priests and arcanists have not concluded what could have caused their disappearance, and furthermore debate their existence entirely. The Blue LIzard Spirit is connected via mind and soul to a lawfully aligned creature for time and eternity. This connection does not end with death. It lives and resides within the player's soul where it regenerates any lost health during any short/long rests.
Lair and Lair Actions
Lair and Lair Actions
Lizard spirits are only found where the world is heavily saturated with magic. The most common areas like that are heavily forested ones. The Blue Lizard Spirit is no different and gains an added ability while in an environment with heavy foliage, or many trees.
Leaves of Death. Spending one action the attuned master can choose to send the lizard off. The lizard will scramble down and run to a point chosen within 30ft of the creature with whom the Lizard is most attached to.
It then spends its following action swaying and humming indistinguishably. While doing so the leaves/needles around and above the Lizard all detach and hover motionless in the breeze.
On its third action, the Blue Lizard Spirit will screech loudly. Each leaf/needle tears and slashes inescapably in a 30x30ft cube originating from the spot chosen by the attuned. All creatures within the cube must succeed in a WIS saving throw (DC16) adding in any Nature Modifiers if applicable. If failed, each creature takes 6d6+6 at the start of their turn, becomes prone, and vulnerable to poison. The slicing leaves/needles effect ends at lizard's next action, but any conditions remain until end of combat.
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