Impressionable. The bautano has advantage on attack rolls and ability checks made with the highest ability score of the creature that wore it.
Hidden Secret. The bautano can use one feature or spell that the creature who wore it uses frequently. Any spell is performed using the bautano’s Charisma (spell save DC 16), regardless of the type of spell.
Damage Transfer. While grappling a creature, the bautano takes only half the damage dealt to it (rounded down), and that creature takes the other half.
Multiattack. The bautano makes two whip attacks, two bolt attacks, or one of each, depending on the typical approach of the creature that wore it.
Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing or bludgeoning damage.
Bolt. Ranged Spell Attack: +3 to hit, reach 60/80 ft., one target. Hit: 9 (1d12+3) force damage.
Description
Bautas that come close enough towards the facade of the surface start to shape themselves into their wearer and move around on their own. They stand in the way of any Lochols attempting to leave the Deep Rivers should the Locks keys fail at keeping the area contained.
Since living creatures can become bautanos, these statistics are a baseline for a typical bautano guard. If a creature with an AC higher than 14, or maximum hit points higher than 75 becomes a bautano, they use their original values for AC and hp.
Comments