Malleable Form. The equoid can fit into spaces as small as 3 inches in diameter, even though its body is larger.
Magic Weapons. The equoid’s weapon attacks are magical.
Fast Grower. The equoid only remains in this form for a period of weeks or months, assuming it has access to adequate amounts of fresh meat (ideally, it will consume its body weight in meat every day), eventually becoming large enough to find a lair to begin spawning.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4+2) piercing damage.
Horn Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 2) piercing damage. The target creature must make a DC 14 constitution saving throw or take an additional 3d6 poison damage (half as much on a successful save) and become poisoned until the end of their next turn.
Sapping Touch (1/Day). After the equoid has successfully bitten a creature, the target must make a DC 14 wisdom saving throw or become charmed by the equoid. A creature suffering this condition has disadvantage on wisdom and charisma saving throws against effects created by an equoid. On a successful save, they are immune to this effect for the next 24 hours.
Description
The lifespan stage of the equoid which emerges just after mating, this is the dangerous form of the infant "tiny horse" spawned by a sessile equoid. It combines the threat of the cone-snail with the speed and dexterity of a tiny horse, and will swiftly grow into a sessile equoid provided it can find enough sustenance.
Previous Versions
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