Amphibious. The fey can breathe air and water.
Fey Words. Words that they speak can be completely literal if they wish, so long as the words do not effect anyone else, or effect the weather. The words can also establish contracts, even if they effect other people (So long as the contracts do not effect the life for multiple days a week, or their health).
Fearless. They have advantage on all checks against being intimidated or frightened.
Multiattack. The fey makes two attacks: one with its bite and one with its claws. It can replace the bite with claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d8+4) piercing damage plus 7 (2d4+2) poison damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 8) slashing damage.
Cards (Recharge 5–6). Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 11 (1d4 + 3) slashing damage. The attack hits twice, and each hit has an effect on it. Roll a d20 for the effect
1: Ace: It frightens the target from Ofterosuh with a save DC of 16 (Wisdom)
2: 2: It deals 2d4-2 additional force damage
3: 3: It deals 3d4-3 additional force damage
4: 4: It deals 4d4-4 additional force damage
5: 5: It deals 5d4-5 additional force damage
6: 6: It deals 2d6-6 additional force damage
7: 7: It deals 3d6-6 additional force damage
8: 8: It deals 2d8-6 additional force damage
9: 9: It deals 3d8-6 additional force damage
10: 10: It deals 4d10 additional force damage
11: Ace: It charms the target with a save DC of 16 (Wisdom)
12: Queen: The target is knocked prone until Ofterosuh's next turn
13: King: The damage from this card can only be healed by a long or short rest
14: Joker One: The target is frightened of their allies until the allies succeed on a DC 16 charisma (persuasion) check to convince them not to
15: Joker Two: The target is blinded and deafened until they use an action to succeed on a DC 16 wisdom saving throw
16: Queen: The target is knocked prone until Ofterosuh's next turn
17: King: The damage from this card can only be healed by a long or short rest
18: Queen: The target takes 2d12 necrotic damage
19: King: The target takes 2d12 necrotic damage
20: Ace: It frightens the target from Ofterosuh with a save DC of 16 (Wisdom)
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