Limited amphibious. Zinnia can breathe air and water, but has to be submerged in water once every 4 hours or suffocate.
Innate Spellcasting. Zinnia's innate spellcasting ability is Charisma (spell save DC 14). Zinnia can innately cast the following spells, requiring no material components:
Cantrips (at will): druidcraft, prestidigitation, guidance
1st level (4 slots): cure wounds, healing word, charm person
2nd level (3 slots): hold person, prayer of healing, calm emotions
3rd level (1 slots): life transference
Aquatic influence. Having this trait, Zinnia can use the same effects of a trident of fish command. He has 3 charges. Zinnia can use an action and expend 1 charge to cast dominate beast (save DC 15) from himself on a beast that has an innate swimming speed. He regains 1d3 expended charges daily at dawn. He can also communicate fluently with creatures that have innate swimming without any limit.
Multiattack. Zinnia makes two whip attacks.
Whip, +1. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) magical piercing damage.
Description
A merman living in the secluded region named Miphlest.
Previous Versions
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5/22/2021 12:34:24 PM
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