Amphibious: The glider can breathe air and water.
Standing Leap: The glider's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.
Glide: While using its fly (glide) speed, the glider must descend a minimum of 5 ft. per round.
Poisonous Defense: The glider's back excretes a thick, poisonous mucus. When you touch it, you must make a DC 12 Constitution saving throw or be poisoned and take 1d4 poison damage. While you are poisoned this way, at the beginning of each of your turns you take 1d4 poison damage. Once you are no longer touching the poison, at the end of each of your turns you may repeat the saving throw, ending the poison condition on a success. The poison will stick to you until you use an action to wash it off.
Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage and the target is grappled. As an action, a grappled target can make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check to escape. Until the creature escapes or is swallowed, the water glider cannot use it's tongue attack or bite another target.
Swallow: The water glider makes one bite attack against a tiny or smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the water glider, and it takes 2 (1d4) acid damage at the start of each of the glider's turns. If the glider dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.
Description
A water glider hatchling is rarely found on its own as they leave their mother's back only to feed. They are dark brown in color and stick out against their mother's greenish hide like spots of dirt.
If encountered while away from their mother, they will flatten themselves onto the ground, exposing as much of their back as possible, as it is covered in thick, poisonous mucus.
Comments