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Luzu - Stat block

Luzu

Small ,
Armor Class: 12
Hit Points: 100
Speed: 25 ft

STR

20 +5

DEX

18 +4

CON

18 +4

INT

8 -1

WIS

10 +0

CHA

12 +1

Senses: Darkvision

WIS +0 to hit, DC 8

At will: Ofuda Barrage - Using fireball as a base, instead a flurry of ofudas bombards an area dealing force damage   Ceremony   Detect Good and Evil   Protection from Evil   Protector Ofudas - Using shield as a base, instead of being an invisible barrier, a swarm of ofudas surrounds and protects Luzu   Ofuda Aura   Moon Gravity   Thaumaturgy, prestidigitation, mage hand

1/day: Danmaku Bakuhatsu - Hundereds of ofuda swarm to the sky and down upon Luzu's enemies. Using meteor swarm as a base, the damage is instead 40d6 force damage   Mini Moon (c)   Anti-Magic Field (c)

2/day: Great Ofuda Wall (c) - Using Force Wall as a base, instead of the wall being invisible, it takes the shape of organized rows and columns of ofuda   Ring of Ofuda - Using Crown of Stars as a base, a ring of spinning ofuda surrounds Luzu. The motes become the ofuda, and do force damage instead of radient   Ofuda Prison - Using force cage as a base, rather than be invisible, the cage is formed by rows and columns of ofuda   Symbol - Uses an ofuda instead of a glyph   Forbiddance

3/day: Arcane Hand   Glyph of Warding - Uses an ofuda instead of a glyph   Magic Circle - Uses an ofuda instead of runes   Fly


Rabbit’s feet As part of your movement, you can use a bonus action to jump, vertically or horizontally, up to 30ft. Celestial. Your creature type is Celestial, rather than humanoid   Made of Crystal When you are reduced to 0 hit points, roll 1d100. If you roll a 5 or lower, one of your limbs snaps off. You can repair it through a mending, taking it to a jeweler or some other means of repair   Nowabunny As an action, you can transform yourself into a Crystal Rabbit (found below). While in this form, You appear as a normal rabbit. Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form


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