Homebrew Daymare (My Little Pony Alicorn) Species Details
Species Name: Daymare
Species Type: Celestial; Beast
Species Subtype: Rideable Mount; Rideable Steed
Size: Medium; you are Large size when you are being ridden by your rider
Senses: Blindsight 120 ft.; Darkvision 120 ft.; Tremorsense 120 ft.; your rider shares these senses
Speeds: Walking Speed 60 ft.; Flying Speed 60 ft.; Swimming Speed 60 ft.; Climbing Speed 60 ft.; your rider uses these speeds to move you and him or her while he or she is riding you
Damage Resistances: Slashing; Piercing; Bludgeoning; Any damage type you gain the ability to use because of your Elemental Damage Improvement trait; your rider has these damage resistances
Condition Immunities: All Conditions except the Prone, Grappled, Invisible, Incapacitated, Unconscious, and Restrained conditions; your rider has these condition immunities
Tool proficiencies: All Tools; your rider has these tool proficiencies
Extra Gear: 1 Exotic Saddle (Military Version); 1 Bag Of Holding (This 1 bag of holding is your saddlebags but with a carrying capacity that is equal to [500 multiplied by your Constitution ability modifier] lbs); 1 of every D&d tool; 1 Iron Pot
Languages: All Languages Including Telepathy; your rider has these languages
Species Description: this is a neutral alignment but evolved version of a unicorn and nightmare combined but it looks like a member of the alicorn species in my little pony like Princess Celestia or Princess Luna. A Daymare also has it’s character class as it’s My Little Pony brand cutie mark.
Author’s Note: This is a balanced game statistics themed species specifically made for players that prefer the combat medic playstyle without playing a cleric class character. It is also for those people who would like to play as a My Little Pony alicorn.
Daymare (My Little Pony Alicorn) Traits
Daymare traitsA Daymare’s Main Traits:
Unusual Nature. You don’t need food and water in order to survive. You don’t need to breathe anything in order to survive. You also don’t need sleep in order to survive. the weather has zero effect on you. Also, you can instantly gain the benefits of a long rest while out of combat. You can move past other creatures and objects as if those creatures and objects were Difficult Terrain. You can end your turn on the same space that a creature, object, or a part of a structure is at. You can see through magical and nonmagical darkness. You can climb difficult surfaces, including along and walls and ceilings, without needing to make an ability check and while leaving your hands free from climbing. You have advantage when rolling rolls to smell or hear something. If you fall from any height you can choose to descend safely down to the ground without taking damage from the fall. You can be Gargantuan size when you choose to transport Your rider, your allies, and your party members to another destination otherwise you are either large size or huge size to be ridden as a mount. And you are medium size in other situations. You have a max Flying Speed of 550 mph while you are gargantuan Size. Your allies and your party members will not fall off of you and are unaffected by the speed of your flying while you are transporting them even when you are travelling at 550 mph. also your body produces plane like cabin air and air pressure close to your body so that while you are gargantuan size but when you are travelling at 550 mph and while you are transporting your allies and your party members, those allies and party members don’t suffer complications due to how fast you are flying through the air. While you are being ridden but on your rider’s turn, your rider uses your movement speeds to move you and him/her. If you are being ridden, you don’t use your movement speeds on your turn.
Balanced Ability Score Improvement. Main Trait. Your starting ability scores are all at 15. You increase each ability score you have by one point per each Ability Score Improvement trait you gain. There is no other way to increase the number of ability points you have until after you have gained Level 20.
Additional Feat. Main Trait. You gain the Tough feat if you do not receive the tough feat from your Background. This is because you are a tough to kill creature.
Teleportation Extraction. when you are the only creature out of your party members that is alive, you automatically teleport to a previous place that is completely safe and very far away from where your party members were killed.
Telepathic Hub. You now also serve as a telepathic hub for you and your party members to telepathically have private conversations with one another even on a party member’s turn. However unless that party member is part of that conversation during that party member’s turn, the conversation cannot happen. These conversations require no action, bonus action, or reaction to do them. So for example, you can ask a question on your turn to know what to do and receive any responses from your fellow party members without using a action, bonus action, or reaction. Also, another example is party member A can warn party member B about something or Party Member A can suggest something to party member B without there being any use of a action, bonus action, or reaction.
Invincible Reaction. in combat but when your hit points ever become zero, instead of doing death saving throws, you have immune to all damage, you have immunity to all conditions, and you cannot do anything on your turn except to try to escape combat or wait for a party member to heal you. if your Invincible Reaction trait is being used by you, then once you escape combat or once combat ends, you gain 1 hit point and then you can take your turn like normal and you regain your normal game statistics but if you gain hit points in combat because of a spell, trait, or ability that another party member or ally used, then you take you can take your turn like normal and you regain your normal game statistics.
Mammalian Celestial. You can produce (your constitution ability modifier) pounds of Unicorn Milk that can be drank as water, sold for money, and traded for stuff or used in a herbalism kit to magically create (your constitution ability modifier) Potion of Panacea or (your constitution ability modifier) Potion of healing or (your constitution ability modifier) candle. The number of pounds of unicorn milk and molted skin that you can produce per day are each equal to your Constitution ability modifier. You can also molt (your Constitution ability modifier) a day and you can use 1 Cook’s Utensils to cook one of those molted skins over a fire in order to make either 1 pound of a type of cooked dragon meat or 1 energy bar or 1 ration pack. you can also use 1 of those molted skins and tinkers tools to create 1 copy of a weapon your party has previously acquired or 1 copy of a armor your party has previously acquired or 1 copy of a item your party has previously acquired. you can use one of your molted skins and 1 pound of your unicorn milk to create 1 medical kit or 1 Potion of Elixir. Note 1: An Potion Of Elixir cures a creature of all it’s bad conditions and it disintegrates any parasite that is within that creature. Note 2: a Potion Of Panacea cures a creature of (your Constitution ability modifier) bad conditions but not any level of exhaustion. a Potion Of Panacea can also be used to disintegrate any parasite that is inside a creature. Note 3: a Energy Bar removes 1 level of exhaustion from a creature.
Elemental Damage Improvement. At character level 1, choose one type of damage to become the first type of damage you gain that you can damage a creature with when you use certain actions to damage something or somethings. You can then choose a new damage that you can do with certain actions at every odd numbered character level you gain. Add this new type of damage you can do as a extra tool you have. To add each the type of damages to your character sheet, use this example: if you gain the ability to use fire, on your character sheet you select custom proficiency, then you type Fire into the slot where you type the name of the tool, then you select Elemental Damage Improvement as the source for that same tool. Note: Bludgeoning damage, Piercing damage, and Slashing damage are not types of damages you gain the ability to do via your Elemental Damage Improvement trait. Your rider can use the types of damages you gain the ability to do via your Elemental Damage Improvement trait when he or she uses his or her Oblivion keyblade that he or she has because he or she is your rider.
Reactive Healing. You gain (2 + your character level) hit points whenever you use your Tears trait to heal any creature.
A Daymare’s Actions:
Oathkeeper. Melee Weapon Attack. Hit Roll: (1d20 + your Dexterity ability modifier + your Constitution ability modifier). Melee Range: 5 ft., one target. Thrown range: 150 ft./600 ft., one target. On a Hit: the target takes (1d8 + your Dexterity ability modifier) slashing damage plus (1d4) damage of a type of damage you have gained over time with your Elemental Damage Improvement trait and has the Frightened condition until it’s next turn and has the paralyzed condition until it’s next turn. That damage (initial and later) is increased when you reach 5th level (2d8, 2d4), 11th level (3d8, 3d4), and 17th level (4d8, 4d4). Note 1: Oathkeeper is a key shaped longsword and a Arcane Focus. Two become one returns to your hand immediately after you use it to make a ranged attack roll. Also, Oathkeeper is a summoned into existence weapon that you can summon and dispel at will. Oathkeeper can be used to shoot a gold colored ray of light from it that instantly unlocks or locks something like you are using a gold colored ray of light version of a Knock spell or a Arcane Lock Spell but without the need for components for either spell. Note 2: your rider can use a version of Oathkeeper called, Oblivion, that can also do either bludgeoning damage or piercing damage instead of the normal slashing damage that Oathkeeper can do. Oblivion also shoots a green colored ray of light instead of a gold colored ray of light.
Horn. Melee Weapon Attack. Hit Roll: (1d20 + your Dexterity ability modifier + your Constitution ability modifier). Melee Range: 5 ft., one target. On a Hit: the target takes (1d8 + your Dexterity ability modifier) piercing damage plus (1d4) damage of a type of damage you have gained over time with your Elemental Damage Improvement trait and has the stunned condition until it’s next turn. That damage (initial and later) is increased when you reach 5th level (2d8, 2d4), 11th level (3d8, 3d4), and 17th level (4d8, 4d4). Note: Your horn is a Arcane Focus. Using the touch of your horn, you can stabilize any creature that has to make death saving throws or you can remove any bad effect from any drinkable liquid or any type of food.
Hooves. Melee Weapon Attack. Hit Roll: (1d20 + your Dexterity ability modifier + your Constitution ability modifier). Range: 5 ft., one target. Ranged range: 150 ft./600 ft., one target that is currently touching the ground. On a Hit: the target takes (1d8 + your Dexterity ability modifier) bludgeoning damage plus (1d4) damage of a type of damage you have gained over time with your Elemental Damage Improvement trait and has the Prone condition until it’s next turn. That damage (initial and later) is increased when you reach 5th level (2d8, 2d4), 11th level (3d8, 3d4), and 17th level (4d8, 4d4). Description of this attack: as a melee attack, you try to kick a creature or as a ranged attack, you cause a earth shaking shockwave to travel through the ground and hit a creature.
Sunbeam. When you take the Attack action on your turn, you can replace one of your attacks with an ranged attack from your horn which is a gold colored laser beam that has a 15-foot cone area of effect or a 30-foot line that is 5 feet wide area of effect. Each creature in that area of effect must make a DC (1d20 + your Constitution ability modifier + your Dexterity ability modifier) Dexterity saving throw. On a failed save, a creature takes (2d6 + your Dexterity ability modifier) damage of a type of damage you have gained over time with your Elemental Damage Improvement trait. On a successful save, it takes half as much damage. A creature reduced to 0 hit points by any amount of damage your Sunbeam does to that creature is automatically resurrected, becomes the same good or neutral or evil alignment as you are, and acts immediately after you in the initiative count. That resurrected creature is a NPC but it is yours, your party members, and your allies, permanent ally. The 2d6 damage of Sunbeam increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6). The range of the cone shaped area of effect of Sunbeam increases by 15 ft. when you reach 5th level (30 ft.), 11th level (45 ft.), and 17th level (60 ft.). The range of the line shaped area of effect of Sunbeam increases by 30 ft. when you reach 5th level (60 ft.), 11th level (90 ft.), and 17th level (120 ft.). Note 1: depending on the type of damage you shoot, there could be area effects like for example, you shooting fire which causes flammable objects to start burning. Also acid damage could be water damage since pure water is an acid but that doesn’t change the damage acid does but it does make acid damage useful in putting out any kind of fire. Note 2: Sunbeam can be used to instantly unlock or lock something like you are using a laser beam version of a Knock spell or a laser beam version of a Arcane Lock Spell but without the need for components in either case.
Moonbeam. as a action, you shoot a green colored laser beam that has a 15-foot cone area of effect or a 30-foot line that is 5 feet wide area of effect. each creature of your choice within Moonbeam’s area of effect can choose to have (your Constitution ability modifier) of these effects removed from it’s game statistics: 1 Exhaustion Level, a Curse, the Stunned condition, the Paralyzed condition, the Blinded condition, the Magical Sleep condition, the Poisoned condition, the Deafened condition, The Charmed condition, the Parasitized condition, the Shadow corruption condition, the Diseased condition, the Unconscious condition, the Petrified condition, any reduction to the creatures ability scores, and any reduction to the creature’s Hit Point maximum. Moonbeam can also be used to instead, end (your Constitution ability modifier) creatures attunement to any cursed equipment. as a Moonbeam action, you heal up to (your Constitution ability modifier) creatures up to (2d4 + your Constitution ability modifier) hit points each. That hit points healing of Moonbeam is increased by 2d4 at character levels 3 (4d4), 5 (6d4), 7 (8d4), 9 (10d4), 11 (12d4), 13 (14d4), 15 (16d4), and 17 (18d4). The range of the cone shaped area of effect of Moonbeam increases by 15 ft. when you reach 5th level (30 ft.), 11th level (45 ft.), and 17th level (60 ft.). The range of the line shaped area of effect of Moonbeam increases by 30 ft. when you reach 5th level (60 ft.), 11th level (90 ft.), and 17th level (120 ft.).
Super Cloak. You can use a action to activate Super Cloak and Super Cloak makes you invisible for an unlimited amount time. while you are invisible with Super Cloak, only creatures you talk to, your party members, and creatures that are your allies can see you or notice you while you are invisible. if you harm, steal from, or attempt to touch a creature while you are invisible because of your use of Super Cloak, you instantly become visible for 1 minute. if you are not invisible, and in combat, you can activate Super Cloak during combat. If you are still waiting for that 1 minute deactivation of your Super Cloak ability, you can activate that Super Cloak ability if you a room that has no creatures that are hostile towards you in that room. You can use a bonus action to stop using this Super Cloak ability and you can use a bonus action to use this Super Cloak ability. While you are using this Super Cloak ability, creatures that have truesight, blindsight, and/or tremorsense or are using a spell cannot see or detect your presence. you cannot open things or take things while using Super Cloak. While you are using Super Cloak, you can move through parts of the structure you are in as if you are a ghost. Only your allies and your party members can hear or see any action you take while you are using this Super Cloak ability. Your rider can use Super Cloak even when he or she isn’t riding you.
Horn Of Resurrection. As a Action but with a use of a spell slot (or a use of trait’s ability slot if your character normally doesn’t have any spell levels) and the touch of your horn, you can restore to full health and bring back to life (your constitution ability modifier) creatures are your allies and/or party members that has fully died. A resurrected ally or party member has all of the stuff it has, it is at full health, and it has zero bad conditions (except curses from equipped weapons, items, and armors) affecting it. As a passive trait, while out of battle you can use your Horn Of Resurrection trait without using a spell slot (or without using a trait’s ability slot if your character normally doesn’t have spell levels). Note: Your Horn Of Resurrection trait can also be used to resurrect any creature that is currently dead or currently undead by piercing your horn into the the realms of the dead and touching the spirit of that dead or undead creature with your horn.
Change Shape. You can polymorph into any D&d monster that has a challenge rating that is equal to or less than your character level or any unarmed D&d vehicle or any D&d building. Also, while you are that D&D monster, you have the same hit points, the same resistances, the same movement speeds, the same ability modifiers, the same ability scores, the same proficiency bonus, the same immunities, and the same conditions that your true form has but your game statistics are otherwise replaced by that D&d monster’s game statistics. The stuff you are carrying and wearing is magically shapeshifted to fit your D&d Monster’s Form. if you are a D&d Vehicle or D&d building you keep your species traits but you are a building or vehicle that is made out of flesh and bone. You cannot be a vehicle, creature, or a building that you haven’t seen before. If you are a building or a vehicle, there are enough beds in the bedrooms inside of the pocket dimension inside of you for your party members to sleep inside you. if you are a vehicle or a building or your true form, you are weather resistant and you have at least these basic rooms inside of you but in a pocket dimension space: a living room, a library, a kitchen, a Storage Area, a male public bathroom, a male public shower room, a female public bathroom, a female public shower room, a nursery, a dinning room, a game room, and enough bedrooms for all of your party members. Note: Your rider can also use Change Shape to polymorph into any D&d monster that has a challenge rating that is equal to his or her character level.
Alicorn Portal. You can infuse your horn with alicorn magic and then you open a portal next to you and another portal that is within a range of 300 feet or more from you. Those to portals are each openings to a pocket dimension tunnel that you created in order to move quickly between two areas without crossing the intervening space. The normal range of Alicorn Portal is 300 feet. The abnormal range of Alicorn Portal is 301 feet or more. Moving via your Alicorn Portal trait does not draw opportunity attacks. You cannot use the normal range of Alicorn Portal to move to areas that you cannot see. but you can also use the abnormal range of your Alicorn Portal trait to go to another place in the D&D multiverse. In order to use Alicorn Portal to go to another place in the D&d multiverse, your Dungeon Master must believe that you know enough about the destination to use Alicorn Portal in that way or the dungeon master can just say no to opening the portal.
Siren Song. As a Action, you can sing a Siren Song. Creatures of your choice within a range of 150 feet from yourself that can hear you are instantly awakened from magical and forced non magical sleep. Siren Song can also be used to give your party members the instant benefits of a Long Rest while you and your party members are out of combat. Siren Song can also be used as a Bonus Action.
Magic Missile. A Action. You use a spell slot to shoot out of your horn, three small comets. You can shoot those small comets at one target that is within a range of 120 feet from yourself or at several targets that are within a range of 120 feet from yourself. Make a ranged spell hit roll for each small comet you shoot out of your horn towards a target. Ranged Spell hit roll: (1d20 + your constitution ability modifier + your proficiency bonus). On a hit: the target takes (2d6) damage of a type of damage you gained the ability to do with your Elemental Damage Improvement trait. Using a Higher-Level Spell Slot: You shoot out of your horn one additional small comet for each spell slot level above 2. Your rider can also use Magic Missile with his or her Oblivion keyblade instead of a horn.
Super Sunbeam. A Action. You use a spell slot and then you shoot out a explosive laser beam of light at a point you choose within a range of 150 feet from you and which upon hitting that point that explosive laser beam of light then blossoms with a low roar into a fiery like explosion. Each creature in a 20-foot-radius Sphere centered on that point of impact then makes a DC (1d20 + your constitution ability modifier + your proficiency bonus) Dexterity saving throw, taking (6d6) damage of a type of damage you gained the ability to do with your Elemental Damage Improvement trait on a failed save or half as much of that damage on a successful save. Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1. Note: the damage done by Super Sunbeam cannot be resisted and cannot be ignored by any part of a structure, any structure, and any object. Your rider can also use Super Sunbeam with his or her Oblivion keyblade instead of a horn.
A Daymare’s Bonus Actions:
Wing Attack. As a bonus action on your turn, you flap your wings in order to emanate Elemental wind in a 15-foot emanation that is centered on yourself. Each creature in that area must make a DC (1d20 + your Dexterity ability modifier + your proficiency bonus) Dexterity saving throw. On a failed save, the creature takes (1d4 + your Dexterity ability modifier) force damage plus (1d4) damage of a type of damage you have gained over time with your Elemental Damage Improvement trait. On a successful save, it takes half as much of that damage. You can then move up to your Flying speed. That damage (initial and later) increases by 1d4 when you reach 5th level (2d4, 2d4), 11th level (3d4, 3d4), and 17th level (4d4, 4d4). The range of the emanation of your Wing Attack bonus action increases by 15 ft. when you reach 5th level (30 ft.), 11th level (45 ft.), and 17th level (60 ft.).
Speedy. As a bonus action, you can move up to one of your Speeds. Your rider can use this bonus action to move you and him or her but only while he or she is riding you. You cannot use this bonus action while you are being ridden by your rider.
Speed Attack. Bonus Action. You can move up to your Speed, and then you make one free melee attack action against a creature. Note: Speed Attack becomes your Dive Attack bonus action when you are flying in the air. Your rider can use this bonus action to attack a creature and also move you and him or her but only while he or she is riding you. You cannot use Speed Attack or Dive Attack while you are being ridden by your rider.
Siren Song. As a Bonus Action, you can sing a Siren Song. Creatures of your choice within a range of 150 feet from yourself that can hear you are instantly awakened from magical and forced non magical sleep. Siren Song can also be used to give your party members the instant benefits of a Long Rest while you and your party members are out of combat. Siren Song can also be used as a Action.
A Daymare’s Reactions:
Earthquake. A Reaction. An earthquake shakes the ground. Mechanics of this reaction: When a creature within your Aura Of The Hearth hits a creature you view as your kin with a attack, each creature that is within your Aura Of The Hearth that is also acting hostile to any creature you view as your kin must succeed on a DC (1d20 + your Charisma ability modifier + your Strength ability modifier) Strength saving throw or take (your Charisma ability modifier) bludgeoning damage and be knocked prone. Description of this reaction: An earthquake shakes the ground for a few moments. Your rider can also use this reaction.
Tsunami. A Reaction and emanation. Mechanics of this reaction and emanation: When a creature within your Aura Of The Hearth hits a creature you view as your kin with a attack, each creature within your Aura Of The Hearth that is also acting hostile to any creature you view as your kin must succeed on a DC (1d20 + your Charisma ability modifier + your Dexterity ability modifier) Dexterity saving throw or take (your Charisma ability modifier) acid damage and be pushed 60 feet away from you. Description of this reaction: A circular wall of water springs into existence around you and then it increases it’s circumference as it emanates away from you. this circular wall of water can be up to 300 feet high and 50 feet thick. Your rider can also use this reaction.
Tornado. A Reaction and emanation. Mechanics of this reaction and emanation: When a creature within your Aura Of The Hearth hits a creature you view as your kin with a ranged attack, each creature within your Aura Of The Hearth that is also acting hostile to any creature you view as your kin must succeed on a DC (1d20 + your Charisma ability modifier + your Wisdom ability modifier) Wisdom saving throw or take (your Charisma ability modifier) force damage and be knocked unconscious. Description of this reaction: A circular wall of wind springs into existence around you and then it increases it’s circumference as it emanates away from you. this circular wall of wind can be up to 300 feet high and 10 feet thick. Your rider can also use this reaction.
Volcanic Eruption. A Reaction. mechanics of this reaction: When a creature within your Aura Of The Hearth successfully hits a creature you view as your kin with a attack, each creature that is within your Aura Of The Hearth but is acting hostile to any creature you view as your kin must succeed on a DC (1d20 + your Charisma ability modifier + your Intelligence ability modifier) Intelligence saving throw or take (your Charisma ability modifier) fire damage and any flammable thing it is wearing or carrying starts burning. Description of this reaction: lava sprays upwards from the ground but underneath the creatures that are within your aura of the hearth. Then moments later the spray of lava stops. Your rider can also use this reaction.
Blizzard. A Reaction. mechanics of this reaction: When a creature within your Aura Of The Hearth successfully hits a creature you view as your kin with a attack, each creature that is within your Aura Of The Hearth but is acting hostile towards any creature you view as your kin must succeed on a DC (1d20 + your Charisma ability modifier + your constitution ability modifier) Constitution saving throw or take (your Charisma ability modifier) cold damage and be paralyzed until your next turn. Description of this reaction: A severe winter storm with heavy snow and strong winds springs into existence above you affecting any creature that is acting hostile to any creature you view as your kin. Your rider can also use this reaction.
A Daymare’s Aura:
Aura Of the Hearth. A Passive Reaction and Action; Replaces Your Aura of Protection if you are paladin. You can choose to emit an aura of warmth and stability while you are not incapacitated. Range of this Passive Reaction: 30-foot emanation [The range of your Aura Of The Hearth emanation increases by 30 ft. when you reach 5th level (60 ft.), 11th level (90 ft.), and 17th level (120 ft.)]. Description of this Passive Reaction: You emanate a soothing purple colored aura called Draconic Aura Of The Hearth. Creatures in your Draconic Aura Of The Hearth that are not one of your allies or are not one of your party members, cannot take the Hide action, cannot become invisible, invisible creatures are made visible and have disadvantage on Deception checks. Any spell or effect made by a creature other than you, your allies, or your party members, that creates an illusion or falsehood, is suppressed within your Draconic Aura Of The Hearth. Also, hidden, invisible, or disguised creatures within your Draconic Aura Of The Hearth cannot benefit from half-cover or three-quarters cover against your attacks. Your Draconic Aura Of The Hearth also emits a watery mist that allows land creatures and water dwelling creatures to breathe in your Aura of Veracity. Also, your Aura Of The Hearth can emit bright light up to the maximum range it covers. Also, you, your party members, and any of your allies that are inside of your Draconic Aura Of The Hearth have three quarters protection from any creature that is outside of your Draconic Aura Of The Hearth. You and friendly creatures in that aura ignore difficult terrain and have resistance to poison damage. As an action, you can give up to (your Charisma ability modifier) creatures that are in range of your Draconic Aura Of The Hearth, one of these passive traits (a creature can change it’s Draconic Aura of the Hearth given passive trait as long as it is within range of your Draconic Aura Of The Hearth): a Fly Speed of 60 feet and can hover, a burrowing speed of 60 feet and the ability to carve a tunnel of it’s size as it burrows, Telepathy with a range of 150 feet, Darkvision with a range of 150 feet, Tremorsense with a range of 150 feet, Blindsight with a range of 60 feet, Truesight with a range of 30 feet, the ability to also use it’s walking speed as a bonus action, the ability to jump up to a number of feet that is equal to (it’s walking speed multiplied by it’s constitution ability modifier) after spending 10 feet of it’s walking speed, a Swimming speed of 60 feet and the ability to breathe any liquid, being proficient all languages except Telepathy, being proficient in a tool or a weapon, being proficient in a item or a armor.
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