Rilamali
Old and infamous for her grouchiness, Rilamali is the leader of the Bastion's Grippli rangers. Her dark green skin is dappled with swampy browns and has a single, orange stripe down her back.
Small, Grippli
HP: ?
AC/DC (10+lvl): 17 (hides 2d4)
Expertise (Liege's Proficiency + 5): Rangering [Herbalism]
Proficiency (Liege's Profiency + 3): Rangering, Dex and Wis Saves. Speed: walk/swim 25ft. Commander Bonus, First Aid: commanded unit gains Advantage on attempts to Rally.
1st Level, Signature Attack: Blowgun, 30ft/60ft range, +8 (2d4 + 3 Piercing + Grippli Poison). 2nd Level, Grippli Poison: your skin secretes a mild neurotoxin to deter predators. Creatures who touch your skin are subject to it, as are creatures struck by your blowgun darts. Grippli Poison
3rd Level, Hunter's Mark (3/day): Hunter's Mark with die of 1d6.
4th Level, Swamp Stride (3/day): grant up to 3 allies a swim speed equal to their walking speed for 1 hour. Only 3 allies can be affected by this at a time.
5th Level, Pass Without a Trace (3/day): cast Pass Without a Trace.
6th Level, Frog Hands (3/day): grant up to 3 allies a climb speed equal to their walking speed, and triple their jump distance for 1 hour. Only 3 allies can be affected by this at a time.
7th Level, Dominate Beast or Plant (3/day): as Dominate Monster, but only affects Plants and Beasts.
10th Level, Poison Catalyst (1/week): each creature within 100ft of you that is currently poisoned immediately fails a save against that poison. They can resist with a Constitution Save, but that save has Disadvantage if they are past Stage 1.
AC/DC (10+lvl): 17 (hides 2d4)
Expertise (Liege's Proficiency + 5): Rangering [Herbalism]
Proficiency (Liege's Profiency + 3): Rangering, Dex and Wis Saves. Speed: walk/swim 25ft. Commander Bonus, First Aid: commanded unit gains Advantage on attempts to Rally.
Actions
Attack Bonus is Liege's Proficiency + 3.1st Level, Signature Attack: Blowgun, 30ft/60ft range, +8 (2d4 + 3 Piercing + Grippli Poison). 2nd Level, Grippli Poison: your skin secretes a mild neurotoxin to deter predators. Creatures who touch your skin are subject to it, as are creatures struck by your blowgun darts. Grippli Poison
Onset Time: start of target's next turn (how long until the first save is made).
Save: Constitution.
Curing: reducing the poison's stage below 0, or any effect that removes poison, or surviving for 1 minute.
Stage 0: you are poisoned, but it will not take effect until the beginning of your next turn, at which time it advances to Stage 1. At the beginning of your next turn, attempt a Save to resist the poison. If it fails, it takes hold and progresses to Stage 1. If you succeed, your body resists the disease. You are only Sickened for 1 minute.
Stage 1: you must attempt a Save against the poison at the beginning of each of your turns. If you fail, you gain 1 point of The Shakes (same effects as Petrification) and progress to Stage 2. If you succeed, the poison regresses to Stage 0.
Stage 2: exactly like Stage 1 except that failure gives 2 points of The Shakes, and success regresses to Stage 1.
Save: Constitution.
Curing: reducing the poison's stage below 0, or any effect that removes poison, or surviving for 1 minute.
Stage 0: you are poisoned, but it will not take effect until the beginning of your next turn, at which time it advances to Stage 1. At the beginning of your next turn, attempt a Save to resist the poison. If it fails, it takes hold and progresses to Stage 1. If you succeed, your body resists the disease. You are only Sickened for 1 minute.
Stage 1: you must attempt a Save against the poison at the beginning of each of your turns. If you fail, you gain 1 point of The Shakes (same effects as Petrification) and progress to Stage 2. If you succeed, the poison regresses to Stage 0.
Stage 2: exactly like Stage 1 except that failure gives 2 points of The Shakes, and success regresses to Stage 1.
Current Location
Children