Suspicion If an entity tries to lie or persuade Casper they gain disadvantage.
Preparation When Casper is in an environment that it knows well it gains +1 to all rolls.
Amphibious Casper can breathe in, and out of water.
Tongue Grab [Bonus Action] Casper can launch his tongue to stick to any target. The target can make a DC 13 DEX saving throw. If failed, or not attempted, the target is pulled within 5ft of Casper. If target rolls a DC 5 or lower they become [Grappled]
Bite [Melee Weapon Attack] +2 to hit, reach 5 ft., 1 target. Hit: 4 (1d6 + 1) Piercing damage. Target is [Grappled] (Escape 10DC + Casper's STR) While target is grappled, Casper cannot Bite another target.
Swallow Casper makes one bite attack against a medium or smaller Grappled target. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is [Blinded] and [Restrained] Target gains 3AC against all attacks currently made against Casper. Attacks made against Casper are also made against currently swallowed target. Target takes (1d6) acid damage at the start of each of Casper's turn. Casper can only have one target swallowed at a time. If Casper dies while a target is swallowed, the target may escape. An escaped target becomes prone.
Spit Up When Casper has a target swallowed he may spit them up to 15ft from his location. The swallowed target rolls disadvantage for a DC12 DEX saving throw. If failed, swallowed target takes (1d6) falling damage. If the swallowed fails it can be shot at another target within 15ft the target makes a DC12 DEX saving throw. If failed, target takes damage equal to the swallowed.
Leap [Bonus Action] Casper can leap to a distance of up to 20ft horizontal and 10ft vertical.
Description
He is extremely suspicious of all things and chooses to not believe anything anyone says regardless of their sincerity, truth, or relation to Casper.
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