Can take on 4 "forms" by changing the hardness of its crystalline cell structure.
1. Staff
2.Spear/Glaive
3.Whip/Grapple
4.Giant Poisonous snake.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (3d12) poison damage on a failed save, or half as much damage on a successful one.
Poison spit. Ranged weapon attack +6 to hit, reach 120 ft, 1 target or 3 ft splash sphere. Hit: 10 (2d6+4)acid damage, and the target must make a DC 11 Constitution saving throw, taking 18 (3d12) poison damage on a failed save, or half as much damage on a successful one
Mind control. Action. The amphistaff can use the charm stat of its master to attempt to mind control 1 creature within sight. +10 bonus on rolls to bound or grappled creatures.
Constrict. The amphistaff can use its body to constrict creature of choice within moment range. The target must pass a (16) strength check Or be grappled. If the target is already grappled the amphistaff can instead moved its body and shift its cells to be blades and deal 4d12 slash damage.
May use its own bonus action to defend its master.
Lair and Lair Actions
The amphistaff will usually wait for the death of its master unless wild,but it can leave their service to turn into a mass of cells used to self replicate, the mass of creature will sprout 1d4+3 young amphistaff "tenderals " to feed the main body to separate and reproduce more but leaving the main body to die. Takes 3 weeks for each tenderal to reach maturity. Will generally look for a warm moist location.
Comments