Crypsis
Crypsi anurid are most commonly found traversing the tree cover In tropical rain forests and lush jungles. As a result of their climbing adaptations, crypsi spend most of their time in the high branches and are often seen racing other tribe members through the forest.
Unlike most anurid, crypsi have a rough, mocking sense of humor that causes other anurid to view them as savage and cruel creatures. When it comes to their quagbred cousins, crypsi have an abiding respect for their abilities to travel the world's waterways.
Curare Sweat
The skin of crypsis anuridsecretes a potent nerve toxin. As an action, you can rub a slashing or piercing weapon or up to three pieces of ammunition against your skin to coat it in poison. A creature hit by your poisoned weapon must make a Constitution saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus, or its speed is halved, and it is unable to take bonus actions or reactions for 1d4 rounds. The duration of the effect increases to 1d6 rounds at 6th level, 1d8 rounds at 11th level, and 1d10 rounds at 16th level. A creature affected by curare sweat can attempt a new saving throw at the end of each of its turns to end the effect. An application of curare sweat remains toxic for 1 minute or until you strike a creature with your poisoned weapon. A creature that swallows you whole must make the above Constitution saving throw at disadvantage or suffer the effect for double the duration listed above. You are immune to your own poisonous secretions. After using curare sweat, you can’t use it again until you complete a short or long rest.
Crypsis
Ability Score Increase Con +1
Size Small
Speed 25 ft. (walking 20 ft. (climbing)
Crypsis Traits
Curare Sweat
The skin of crypsis anuridsecretes a potent nerve toxin. As an action, you can rub a slashing or piercing weapon or up to three pieces of ammunition against your skin to coat it in poison. A creature hit by your poisoned weapon must make a Constitution saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus, or its speed is halved, and it is unable to take bonus actions or reactions for 1d4 rounds. The duration of the effect increases to 1d6 rounds at 6th level, 1d8 rounds at 11th level, and 1d10 rounds at 16th level. A creature affected by curare sweat can attempt a new saving throw at the end of each of its turns to end the effect. An application of curare sweat remains toxic for 1 minute or until you strike a creature with your poisoned weapon. A creature that swallows you whole must make the above Constitution saving throw at disadvantage or suffer the effect for double the duration listed above. You are immune to your own poisonous secretions. After using curare sweat, you can’t use it again until you complete a short or long rest.
Languages. No additional languages.
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