Incorporeal Movement. The Slammer can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the Slammer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Crystal Augmentation (once per day). The Slammer can add 1d8 to any roll that it makes, being an attack roll, a check, or a saving throw.
Spectral Attacks. The Slammer's attacks are considered magical.
Chained. The Slammer has advantage on strength saving throws.
Punch. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 52 (10d6 + 15) bludgeoning damage.
Shockwave Clap (Recharge 5-6). The Slammer claps its hands together, releasing a red shockwave in a 40ft. cone. Anyone in the cone must succeed a DC 18 dexterity saving throw or take 45 (7d6 + 20) thunder damage.
Invisibility. The Slammer can become invisible as it's action for up to 1 minute until it chooses to reveal itself, is hit, or attacks.
Description
"It seems that undergoing crystal augmentation has made Slammers even more prone to random fits of anger. I tried to give one a glass of water, but it threw it on the floor, and then stabbed himself with the shards of glass. On purpose."
-Professor Elvin Gadd.
Previous Versions
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Coming Soon
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