False Appearance. When in plant form, It has advantage on Stealth checks.
Keen Smell. The Aplomb has advantage on Perception checks that rely on smell.
Multiattack. The Aplomb makes two attacks of its choice
Claws. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 2 (1d4) slashing damage.
Tail. Melee Weapon Attack: +0 to hit, range 5 ft., 1 target. Hit: 1 (1d4 - 1) bludgeoning damage.
Bite. Melee Weapon Attack: +2 to hit, range 5 ft., 1 target. Hit: 3 (1d6) slashing damage.
Fast Reflexes. Every time the Aplomb takes slashing or piercing damage, it may make an attack with its claws.
The Aplomb Can take 2 legendary actions, choosing from the options below only one legendary action can be used at a time but can be used in another things turn. The aplomb regains spent legendary actions at the stat of its turn.
Body Slam (Costs 2 Actions). Roll 1d20. If it is under 10 then one target of your choosing within 10 ft. must take a DC 7 Dexterity saving throw against the Aplomb, taking 6 bludgeoning damage on a failed save or half as much on a successful one. On a roll over 10 then one target of your choosing within 10 ft. takes 8 bludgeoning damage and must take a DC 14 Dexterity saving throw against the Aplomb, and on a failed save become prone.
Heal Life (Costs 2 actions). if another plant being is dying then the Aplomb can heal it, but the healed plant can-not be active for 3 turns
Description
A Aplomb is a plant but the plant isn't the monster. When the Aplomb Plant gets frightened it dies, turning into dust and leaving a cat. The cat is also fully plant but acts like a normal cat. A Aplomb cat can be used as a Pet.
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Posted Oct 11, 2019You missed a lot. A
lot.