Amphibious. The Unitcute can breathe air and water.
Telepathic Imagery. The Unicute can communicate telepathically with humanoids by projecting imagery into the mind of the target.
Plant Camouflage. The Unicute has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
Regeneration. The Unicute regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the Unicute's next turn. The Unicute dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Innate Spellcasting. The Unicute's innate spellcasting ability is Wisdom (spell save DC 14). The Unicute can innately cast the following spells, requiring no material components:
At will: druidcraft
1/day each: entangle, goodberry, dancing lights, detect thoughts, sleep, cure wounds
3/day each: shillelagh, pass without trace, healing word
Magic Resistance. The Unicute Juvenile has advantage on saving throws against spells and other magical effects.
Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Description
Unicute's are Fey spirits that protect and maintain the swamplands. They are shy creatures that use their innate magic to heal and never to harm. They are natures caretakers.
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