Illumination. The yeetlebeetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Yeetalicious Senses. The yeetlebeetle has advantage on Wisdom (perception) checks that rely on hearing or smell.
Run Like Yeet! When the yeetlebeetle takes the dash action on its turn, it can move an extra five feet. In addition, while dashing, it does not provoke opportunity attacks.
Flyby. The yeetlebeetle doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage and the target must make a DC 12 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the end of it's next turn. On a failure by five or more the creature behaves as if under the effect of the confusion for one minute. The creature can repeat the saving throw at the start of each of it's turns, ending the effect on a success.
Yeet. The yeetlebeetle chooses one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction it chooses before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a DC 12 Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 13 (3d8) bludgeoning damage.
Description
YEEEEEEEEEEEEEEEEEEEEEEEEEEEET!!!!!!!!!!!!!!!!!!!!!!!!
Previous Versions
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3/26/2019 7:52:15 AM
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9/12/2019 6:48:09 PM
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11/9/2019 11:51:57 AM
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11/15/2019 5:41:23 PM
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2/2/2020 8:42:05 AM
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