Magical Dampening Field. The Countermeleon creates a field in a 5ft radius around it that dampens and even neutralizes the effects of magic. The field increases in radius by 5ft for each Countermeleon inside of it. When a creature within the field attempts to cast a spell, it fails and has no effect. A creature attempting to cast a spell into the field must make an ability check using their spellcasting ability. The DC equals the radius of the field minus the spell's level. On a success, the spell succeeds and takes effect.
Camouflage. The Countermeleon has advantage on dexterity (stealth) checks that involve hiding and may attempt to hide even without cover.
Action Name. Enter the description for your action.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 1 piercing damage.
Description
Blind, Lizard-like, arboreal dwellers growing no more than a foot in length. Most known for their peculiar ability to repel the effects of magic in their direct proximity. When gathered together, this ability appears to compound.
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