Keen Senses. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. The whale has advantage on Wisdom (Perception) checks that rely on hearing.
Canine or Vulture Form: Pack Tactics. The wolf and vulture have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Amphibious. You can breathe air and water.
Anura Form: Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Cephalopod Form: Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Arachnid Form: Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Arachnid Form: Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Arachnid Form: Web Walker. The spider ignores movement restrictions caused by webbing.
Vulture Form: Flyby. The Vulture doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Whale Form: Echolocation. The whale can't use its blindsight while deafened.
Hold Breath. The whale and crocodile can hold their breath for 90 minutes.
Shark or Swarm Form: Blood Frenzy. This form has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Mammoth Form: Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
The Worm, Swarm, and Salamander forms are unlocked at level 10.
Worm Form: Tunneler. The worm can burrow through solid rock at half its burrow speed. While doing so, the worm magically doesn't disturb the material it moves through, leaving no evidence of it's passing. Optionally, it can also choose to leave a 10 foot diameter tunnel in it's wake.
Siege Monster. The worm deals double damage to objects and structures.
Swarm Form. The swarm can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Salamander Form. The salamander is amorphous, like an ooze. The salamander can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the salamander can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination. The salamander sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Phantasos Form: Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Phantasos Form: Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage.
Phantasos Form: False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Phantasos Form: Grappler. The mimic has advantage on attack rolls against any creature grappled by it.
Morpheus Form: Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. This also gives the form the ability to mimic voice and speech patterns of another humanoid you have heard before with perfect accuracy.
Morpheus Form: Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Unlocked at Level 10: Chimera Forms. You can combine the features of two different Wild Shapes at the same time. You can only use one creature's set of attacks per turn.
Multiattack. Most Beast forms make two attacks, one with Bite and one with Claws. A beast must have a mouth in order to use Bite, a slashing appendage to use Claws, or a stinger to use Sting. The Scorpion form makes three attacks: two with its claws and one with its sting. The Ape makes two attacks with Fist or one attack with Rock. The Octopus makes two attacks with Tentacles. Snake makes two attacks, one with Constrict (if available), and one with Bite. Crocodile makes two attacks, one with Bite and one with Bludgeoning Tail. Shark form can make two Bite attacks. The Worm makes two attacks, one with Bite and one with Sting. Swarms make two attacks, one with Bite or Sting, and one with Whirlwind or Whelm. Salamander makes two attacks, one with Bite and one with claw, and each time it passes within 5 feet of a creature a Salamander Touch attack is triggered automatically without using an action. Mimic does not get multiattack, but may use any attack. Doppleganger cannot use multiattack or any of the below attacks, but can use weapons with your regular form character stats.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 35 (4d12 + 9) piercing damage. If you are in wolf form, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the form taken is venomous, plus 22 (4d10) acid damage. If the form taken is crocodilian, the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 31 (4d10 + 9) slashing damage. If in Scorpion form, the target is grappled (escape DC 15). The scorpion has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 26 (3d10 + 9) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 40 (9d6 + 9) bludgeoning damage.
Tentacles. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 26 (5d6 + 9) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained.
Cephalopod Form: Ink Cloud (Recharge 5–6) A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Arachnid Form: Web Strand. Ranged Weapon Attack: +9 to hit, reach 120 ft., one creature. Hit: The target is grappled (escape DC 15). The web strand can be attacked and destroyed (AC 12; 20 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The spider can grapple one creature at a time using its web strand.
Arachnid or Anura Form: Reel. The spider or toad pulls each creature grappled by it up to 60 feet straight toward itself.
Arachnid Form: Web (Recharge 5–6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 20; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Anura, Serpent, or Worm Form: Swallow. Your form makes one bite attack against a Medium or smaller target. If the attack hits, the target is swallowed. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 22 (4d10) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and is flung from the wild shape to the nearest unoccupied space, exiting prone.
Serpent Form: Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 35 (4d12 + 9) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Bludgeoning Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 31 (5d8 + 9) piercing damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 31 (4d10 + 9) bludgeoning damage.
Swarm Form: Whirlwind (Recharge 4–6). Each creature in the swarm's space must make a DC 15 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the swarm in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Aquatic Swarm: Whelm (Recharge 4–6). Each creature in the swarm's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 15). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the swarm's space. The swarm can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the swarm's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the swarm can pull a creature or object out of it by taking an action to make a DC 15 Strength check and succeeding.
Salamander Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Rapid Wildshaping: As a Bonus Action, you can transform into another creature without expending another use of Wild Shape. This does not affect your current or maximum Hit Points, and you use the same stat block. Different forms have access to different features. You can also spend an additional use of Wild Shape to turn into the same or a different form and recover your Hit Points of that form completely.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious , drop to 0 hit points, or die. You can also expend another use of Wild Shape while already in Wild Shape to extend the duration by resetting the time limit. Since you can rest while Wild Shaped, this potentially means you would not ever have to exit Wild Shape. While you are transformed, the following rules apply:
- You retain your alignment, personality, and Constitution, Intelligence, Wisdom, and Charisma scores, and your Strength and Dexterity are replaced by your Wisdom score. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
- When you transform, you assume the Combat Wildshape's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
- You can’t cast spells that require somatic components unless your new form has hands, except with the use of metamagic, and your ability to take any action that requires hands is limited to the capabilities of your beast form. Your beast form does have the ability to speak. If the new form does not have a mouth, or your are unable to speak as a result of being underwater, the sound is emitted magically. Transforming doesn’t break your concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell that you’ve already cast.
- You retain the benefit of any features from your class, race, or other source and can use them even if the new form is not physically capable of doing so.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. You can bring out equipment that has merged with the form through the use of rapid wildshaping.
Your heightened senses as a beast take advantage of every drop in any enemy's guard, gaining the following benefits:
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Description
Phobetor is a shapeshifter. Through the blessing of Lady Chimera, he has gained enhanced Wild Shapes at the cost of losing his previous Wild Shapes entirely.
Note that Condition and Damage Immunities and Resistances are only present in Swarm, Worm, or Salamander forms.
If Wild Shaping into a humanoid form, such as with the Mimic or Doppleganger, use your character stat block. For mimic, apply the Phatasos Special Traits. For Doppleganger, use Morpheus form Special Traits.
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