| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +4 |
| DEX | 30 | +10 | +14 |
| CON | 10 | +0 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | +2 |
| WIS | 10 | +0 | +4 |
| CHA | 20 | +5 | +9 |
Greater Evasion. The cactuar has advantage on Dexterity saving throws, and all attack rolls have disadvantage against it. When the cactuar makes a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails.
It does not benefit from this ability if it has the Incapacitated condition
Bop. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 3 (1d6 + 0) bludgeoning damage.
100 Needles. The cactuar fires a shower of spines at a creature it can see within 90 feet. The target and all creatures within a 5-foot-wide line between the target and the cactuar must make a Dexterity saving throw, taking 100 piercing damage on a failed save, and half as much damage on a successful one. Any creature that takes damage from this ability loses Concentration.
Swift Retreat. The cactuar can take the Dash action as a Bonus Action. When it does, it does not provoke Opportunity Attacks for the rest of its turn.
Needles! The cactuar can use its 100 Needles action as a reaction upon being targeted with an attack or harmful spell. The target must be the creature that made the attack or cast the spell, and the reaction is made after the attack or spell effect is resolved.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/26/2026 12:54:08 AM
|
4
|
0
|
1.0
|
Coming Soon
|
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