Spider Climb. The coil can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Spring Leap. The coil’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.
Coil Strike. Melee Attack Roll: +6, reach 10 ft. Hit: 7 (1d6 + 4) Slashing damage plus 4 (1d8) Force damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.
Slicing Constriction. Strength Saving Throw: DC 14, one creature the coil is grappling. Failure: 18 (4d6 + 4) Slashing damage, and the target receives a slicing wound if it doesn’t already have one. While wounded, the target loses 7 (2d6) Hit Points at the start of each of
its turns. The wound closes after 1 minute or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a DC 17 Wisdom (Medicine) check.
Description
Coils of tickets are carnival game prize currency infused with cruel will, usually by demonic magic. These animated objects tend to arise in carnivals, casinos, or other frivolity-filled venues overseen by wicked forces. They become an unexpected danger to those rejoicing in their good fortune.
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