Aura of Calming. Every creature that is not an Alpalcamallow that starts its turn within 30ft of the Alpacamallow must succeed on a DC15 Charisma save or be charmed by the Alpacamallow. A creature charmed this way is also subjected to the second effect of the spell calm emotions, removing all hostilities towards any and all targets. A creature that starts its turn within 5 feet of the Alpacamallow makes this save with disadvantage. A creature can repeat this save at the end of each of its turns, ending the effect on a successful save. This effect ends when a creature starts its turn more than 120ft away from the Alpalcamallow.
Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 6 (2d4 + 2) bludgeoning damage.
Description
Alpacamallows are inhabitants of divine realms of gods dedicated towards the concepts of peace and harmony. They are highly regarded for their calming and soothing effects on most creatures, and are often called upon to assist in tense negotiations. Despite their intelligence and ability to speak, alpacamallows generally act like alpacas, rarely speaking or even reacting to events around them.
Alpacamallows are usually docile, preferring to rely on their innate charms instead of combat, and if that fails, they prefer to flee, only turning to fighting as an absolute last resort.
An Alpalcamallow can be sheared by those that it grants permission to do so, and the wool can be made into a slightly itchy sweater that fits a medium sized creature or two slighty itchy sweaters sized for small creatures. These sweaters grant the wearer resistance to cold damage. The Alpalcamallow regrows its wool within 2d4 days. When an Alpalcamallow is slain, its wool becomes bloodstained, turning a dark red. Any sweaters made using this wool also provide resistance to cold damage, but are incredibly itchy.
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Posted Aug 7, 2023I adore this and must have one.