Armor Class
15
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Hit Points
39
(3d10 + 9)
Speed
30 ft., Fly 5 ft. can fly up to 5ft above ground
STR
17
(+3)
DEX
14
(+2)
CON
15
(+2)
INT
13
(+1)
WIS
17
(+3)
CHA
10
(+0)
Saving Throws
INT +3, WIS +5
Skills
Animal Handling +5, Athletics +5, Intimidation +2, Nature +3, Performance +2
Damage Resistances
Poison
Condition Immunities
Exhaustion
Senses
Passive Perception 13
Languages
Common, Druidic, Infernal
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Wild Shape (2/short rest). As an action, you can magically assume the shape of a beast that you have seen before twice per short rest. [2nd] Max CR 1/4 (no flying or swimming speed) [4th] Max CR 1/2 (no flying speed) [8th] Max CR 1 You can stay in beast shape for 1 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).
Limited Constructed Resilience You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You only require half as much food or drink. You have advantage on saving throws against disease. You have advantage on saving throws against exhaustion. If you were to gain a level of exhaustion that normally doesn’t allow a saving throw, you may attempt a Constitution saving throw to ignore it. The DM determines the DC for this saving throw. Magic can’t put you to sleep.
Integrated Protection. You gain a +1 bonus to Armor Class. To don or doff armor other than a shield takes 1 hour, and you must be proficient with the armor. While you live, your incorporated armor can’t be removed from your body against your will.
Natural Recovery (1/long rest). Once per long rest during a short rest, you choose expended spell slots to recover. The spell slots can have a combined level of up to 2, and none of the slots can be 6th level or higher.
Spellcasting. You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 13, Spell Attack +5) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.
Cantrip (at will): Thunderclap, Resistance, Druidcraft
1st level (4/4): Goodberry, Earth Tremor
2nd level (2/2): Moonbeam, Heat metal, Spike Growth, Hold person
Cantrip (at will): Thunderclap, Resistance, Druidcraft
1st level (4/4): Goodberry, Earth Tremor
2nd level (2/2): Moonbeam, Heat metal, Spike Growth, Hold person
Actions
Cosmo Spear. +6 to hit, reach: 5ft., target: 1, Hit: 7 (1d6+4) piercing damage
Thrown Cosmo Spear. +6 to hit, range: 20ft/60ft., Hit: 8 (1d8+4) piercing damage, 1 Target.
Unarmed Strike. To hit +5, Target 1, reach 5ft., Target 1, 4 bludgenoing damage.
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