| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 22 | +6 | +9 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 16 | +3 | +6 |
| CHA | 14 | +2 | +2 |
Deck-Touched Nature. Buckwild was birthed from the magic of The Deck of Many Things. He is immune to aging, doesn't require food or water, and is always considered to be under the effects of nondetection.
Fey-Touched Physiology. BuckWild counts as a fey creature. He cannot be magically put to sleep and is immune to aging effects. He has advantage on saving throws against being charmed or frightened.
Steady Mount. BuckWild is surefooted and responsive. A rider does not need to make checks to stay mounted during sudden movements, climbing, or dodging, and BuckWild can Dash, Disengage, or Hide as a bonus action while mounted
Monkey Business. Buckwild can retrieve small objects (keys, scrolls, wands, potions, etc.) from creatures one size larger than him with a successful Sleight of Hand check contested by the target's Perception (Bonus Action)
Bonded Familiar. Fern can telepathically communicate with Buckwild within 100ft. Buckwild can deliver the touch spells Fern casts as a familiar. If Buckwild dies, he reappears after 1d4 days with a new bizarre trait.
Tiny Fists. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit: 2d6+8 bludgeoning damage. On a hit, the target must make a DC 17 WIS Save; on a failure, they take an extra 4d6 psychic damage and have disadvantage on attack rolls until the start of their next turn. On a successful save, they take half damage and do not have to make a WIS save.
Fling Banana. (3/day) Buckwild throws an enchanted banana peel at a creature within 30ft. The target must succeed on a DC 18 DEX save or fall prone and lose concentration if concentrating on a spell.
Chameleon Hide. As a bonus action, BuckWild can alter the color and texture of his fur to match his surroundings. While not in combat, he gains advantage on Stealth checks in natural environments. In combat, enemies have disadvantage on opportunity attacks against him until the start of his next turn.
Going Buckwild. As a bonus action, BuckWild enters a primal fey rage for 1 minute:
- Gains temporary hit points equal to half his max HP.
- Gains advantage on attack rolls, Strength checks, and saving throws.
- Gains a 10 ft. aura of chaotic energy (20ft if he is in the Feywild): enemies within the aura have disadvantage on saving throws against being knocked prone or disarmed.
- While in this state, his fur flashes with psychedelic colors and his laugh echoes unnaturally through the battlefield. Creatures within 10ft of him must make a successful DC 17 CHA save or be unable to harm Buckwild for one round.
- Ends early if he is incapacitated.
Trickster's Aura. Buckwild can use a Bonus Action to project a mischievous aura in a 10ft radius. Creatures of his choice within this aura must make a DC 17 WIS save or have disadvantage on Insight and Perception checks until the end of their next turn (1/day)
Unpredictable Agility. As a reaction to being targeted by an attack or spell, Buckwild can teleport up to 30ft to an unoccupied space he can see and becomes invisible until the start of his next turn.
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