Level
3rd
Casting Time
1 Action
Ritual
Range/Area
20 ft.
Components
V, S, M *
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning
You conjure a significantly larger cactus creature within 20ft of you. This cactoid is much larger and stronger than his smaller cactoid brothers.
This cactoid fiend is twice the size of a regular cactoid, and features a large hulking body with multiple appendages covered in cactus needles. Unlike a regular cactoid, the cactoid fiend can also perform melee attacks along with its regular needle hurling attack.
- Melee attacks made by the cactoid fiend have a 5ft range and deal 7d4 piercing damage + the caster's unarmed damage and modifier x2. The hit DC modifier is the same as the caster's unarmed hit DC modifier.
- The cactoid fiend can also still hurl needles like a regular cactoid, however, the needles can be hurled up to 30ft, have a +7 hit DC modifier, and deal 5d4+8 piercing damage. However, every time the cactoid fiend hurls needles, it will temporarily lose some of its needles, causing every subsequent attack to lose 1d4 of their damage. This only lasts for one turn however, and the cactoid fiend will replenish its needles every turn after it uses hurl needles (each turn needles are recovered, the cactoid fiend regains the 1d4 damage that it lost, does not recover all the lost damage at once).
- The cactoid fiend's movement speed is +10 of the caster's movement speed.
- Enemies that attack the cactoid fiend and are within 5ft of it when making the attack must make a CON and DEX save throw. Both saving throws must be over 15, or else the enemy will take 3d4 piercing damage (no damage taken on successful saves).
- The cactoid fiend's HP is 75% that of its caster's. Additionally, it's saving throw modifiers are all also the same as its caster's.
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