Tiny Plant, Unaligned
Armor Class 14 (hoverboard armor)
Hit Points 5 (1d4)
Speed 50 ft.
STR
1 (-5)
DEX
10 (+0)
CON
10 (+0)
INT
4 (-3)
WIS
10 (+0)
CHA
8 (-1)
Skills Perception +4
Senses Tremorsense 30 ft., Passive Perception 14
Languages understands Gnomish but speaks only through the use of its Mimicry trait
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Mimicry. The ampestri can mimic any voice or song it has heard, albeit in a nasal falsetto.

Booooom Thud Boom Boom Thud. The ampestri can use its gills to drop the base.

Color Blasted Dust. The ampestri releases harmless spores that may glow in the air or on objects and clothings. 

Attuned Rider. (Sorry for making this hard) The ampestri board can be ridden by a practiced rider. While the ampestri board is being ridden, it shares the action economy of its rider. A rider may attune themselves to the ampestri board by practicing during a short rest with a DC 15 Athletics check. On a failed check, the rider takes [roll]1d6[/roll] face plant damage. The attunement process reduces the short rest's potential by 1 hour. The resting portion of the short rest must be at least 1 hour or the rider cannot spend Hit Die (amongst other things). 

An attuned rider may use skills less than or equal to their skill level by burning a spell slot. Riders may use skills higher than their level by passing a DC 15 + 2 (move skill level - rider’s skill level). On a failed check, the rider takes face plant damage of either the ride they are attempting to use or, if they are not attempting a new ride, the ride they are currently on.  Skills that require spell slots are also considered spells. The rider’s skill level is equal to one plus one third the sum of their Athletics bonus plus their hoverboard proficiency bonus =1 + ⅓ x (ATH + HVB). 

Hoverboard proficiency bonus can be acquired after three consecutive successful practices as described above for attunement. Hoverboard proficiency bonus can be added to any check or saving throw required by attuned rider skills.

Difficult terrain may not be traveled unless a skill or spell like smooth ride is used.

1st level: wimp ride (0.50) (64),

2nd level: staggering ride (1.00) (32), wild dismount, smooth cruise, basic trick

3rd level: blazing ride (2.00) (16), take off

4th level: frightful ride (4.00) (8), mushy shoes

5th level: soul ripping ride (8) (4),

Actions

Spiked Head Butt. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1d6 + 1 piercing damage.

Spores (1/Day). A 5-foot radius of spores extends from the ampestri. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Wild Dismount. While the ampestri board is in motion the rider may attempt to dismount. For every skill level of the current ride add 5 to the DC. To dismount, roll a DC 0 + Skill DC Athletics or Acrobatics check. On a failed save, the rider takes face plant damage of the given ride.

Smooth Cruise. Burn a spell slot equal to the number of spell slots used to activate the ride. This skill remains for the duration of the current ride. If another ride skill is activated, this skill deactivates. The rider may travel on difficult terrain at the standard half speed.

Basic Trick. This skill may not be used for frightful ride or soul ripping ride. This skill allows the rider to make simple jumps, ampestri board flips, wall rides, and grinds. Roll an Athletics or Acrobatics check. If the result fails a DC 10, the rider takes face plant damage for the given ride. If the result passes a DC 15, the rider and one other get 1d6 of inspiration dice that can be used for the duration of the ride. 

Mushy Shoes. Burn a third level spell slot. The ampestri grow two inverted mushroom heads out of the top of the board that grip to the rider’s feet. For 15 minutes, the rider has advantage on face plant checks.

Bonus Actions

Wimp Ride. The rider may travel on ampestri board at one half the ampestri board’s walk speed for 60 minutes. At this quiet speed, the rider gets advantage on stealth checks against targets being tracked. If the rider or ampestri board takes damage, the rider must make a DC 5 Athletics or Strength saving throw. On a failed save, the rider takes half [roll]1d6[/roll] face plant damage.

Staggering Ride. Burn a first level spell slot. If another ride skill is casted, this skill’s duration is zero. The rider may travel on ampestri board at the ampestri board’s walk speed for 30 minutes. If the rider or ampestri board takes damage, the rider must make a DC 10 Athletics or Strength saving throw. On a failed save, the rider takes [roll]1d6[/roll] face plant damage.

Blazing Ride. Burn a second level spell slot. If another ride skill is casted, this skill’s duration is zero. The rider may travel on ampestri board at two times the ampestri board’s walk speed for 15 minutes. If the rider or ampestri board takes damage, the rider must make a DC 15 Athletics or Strength saving throw. On a failed save, the rider takes [roll]2d6[/roll] face plant damage. At the end of the skill’s duration, the ampestri takes 2 levels of exhaustion.

Frightful Ride. Cannot be used in areas with tight spaces and short spans such as small buildings and winding caverns. Burn a fourth level spell slot. If another ride skill is casted, this skill’s duration is zero. The rider may travel on ampestri board at four times the ampestri board’s walk speed for 7.5 minutes. If the rider or ampestri board takes damage, the rider must make a DC 20 Athletics or Strength saving throw. On a failed save, the rider takes [roll]4d6[/roll] face plant damage. At the end of the skill’s duration, the Ampestri takes 4 levels of exhaustion.

Soul Ripping Ride. Cannot be used in areas with tight spaces and short spans such as small buildings and winding caverns. Burn an eighth level spell slot. If another ride skill is casted, this skill’s duration is zero. The rider may travel on ampestri board at eight times the ampestri board’s walk speed for 3.75 minutes. If the rider or ampestri board takes damage, the rider must make a DC 25 Athletics or Strength saving throw. On a failed save, the rider takes [roll]8d6[/roll] face plant damage. At the end of the skill’s duration, the Ampestri’s health drops down to zero and begins rolling death saving throws. On success, the Ampestri takes 5 levels of exhaustion.

Take Off. Burn a second level spell slot. For one turn, the ampestri board gains an additional 10 ft of movement.

NOTE: Switching to a different ride skill does not deactivate ending effects of the rides.

NOTE: The ride multiplier is intended to be applied last. If the ampestri gets buffs for an additional 5 ft, blazing ride will double the sum = 2 X (30 + 5 + …). 

Description

Ampestris are closely related to the campestri.

Ampestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the ampestris’ vicinity, the little creatures will happily sing along, each in an obnoxiously nasal falsetto, as they dance and caper around whoever is making the music.

Ampestris can easily imitate lyrics and music. After an ampestri has practiced a song or a piece of music three or four times, the creature remembers it forever.

Ampestri spores are bright neon colors (any color). When the ampestri releases its spores, it appears as a glowing colored fog with many bright floating specs.

Ampestris vary widely in color, from white to tan to dark brown, but they always have cyan or neon pink caps and white speckles. An ampestri moves by manipulating the mycelium that grows out of the base of its stem and supports it. The mushroom creatures eat salty soil, filter out the salt, and excrete a slippery paste of purified soil (stripped of things nourishing to fungi, of course). Eating salt is also a defense mechanism, because it makes the ampestris taste salty and thus unpleasant to most creatures, though bullywugs consider them a delicacy.

ELRACj

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