Tiny Beast, Lawful Neutral
Armor Class 13 Natural
Hit Points 15 (4d4 + 5)
Speed 45 ft., climb 20 ft. Can only climb natural, rough surfaces such as trees.
STR
14 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
8 (-1)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws DEX +6, CHA +3
Senses Passive Perception 15
Languages Druidic Cannot speak, but can telepathically communicate through Druidic language.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Nimble Escape. The Ziad can take the Disengage or Hide action as a bonus action on each of its turns.

Keen Hearing and Smell. The Ziad has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Ziad has advantage on an attack roll against a creature if at least one of the Ziad's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the Ziad moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the Ziad can make one bite attack against it as a bonus action.

Actions

Multiattack. The Ziad makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Reactions

Woodland Reflexes. When an enemy targets the Ziad, the creature can roll 2d4 and add it to their AC.

Legendary Actions

Each round a Ziad gets (3) legendary actions.

Wither and Bloom (Costs 1 Action). You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

Warding Wind (Costs 1 Action). A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

The wind has the following effects:

  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.

Aura of Vitality (Costs 2 Actions). Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Plant Growth (Costs 3 Actions).

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell’s area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Description

A very small, friendly canine who was adapted to the woodlands by the Druid Faldorn. They have a slender frame, thick long coats of fur and usually mottled by green, brown and gray markings. Full grown Ziads are small and fluffy and upon first look resemble puppys. 

josiah3024

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