Difference between revisions of "Mushroom Staff"
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− | Mushroom Staff (variant of Staff of the Adder: I can use a bonus action to speak this staff's command word and make the mushrooms on the staff begin to writhe and begin streaming off poisonous spores for 1 minute. By using another bonus action to speak the command word again, I return the staff to its normal inanimate form. I can make a melee attack using the activated staff which has a range of 5 ft. One a hit, the target takes 1d6 bludgeoning damage and must succeed on a DC 15 Constitution saving through or take 3d6 poison damage. The mushrooms can be attacked while they are animate. They have an AC of 15 and 20 hit points. If the mushrooms drop to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form. | + | Mushroom Staff (variant of Staff of the Adder): I can use a bonus action to speak this staff's command word and make the mushrooms on the staff begin to writhe and begin streaming off poisonous spores for 1 minute. By using another bonus action to speak the command word again, I return the staff to its normal inanimate form. I can make a melee attack using the activated staff which has a range of 5 ft. One a hit, the target takes 1d6 bludgeoning damage and must succeed on a DC 15 Constitution saving through or take 3d6 poison damage. The mushrooms can be attacked while they are animate. They have an AC of 15 and 20 hit points. If the mushrooms drop to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form. |
Latest revision as of 11:20, 7 July 2018
Mushroom Staff (variant of Staff of the Adder): I can use a bonus action to speak this staff's command word and make the mushrooms on the staff begin to writhe and begin streaming off poisonous spores for 1 minute. By using another bonus action to speak the command word again, I return the staff to its normal inanimate form. I can make a melee attack using the activated staff which has a range of 5 ft. One a hit, the target takes 1d6 bludgeoning damage and must succeed on a DC 15 Constitution saving through or take 3d6 poison damage. The mushrooms can be attacked while they are animate. They have an AC of 15 and 20 hit points. If the mushrooms drop to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.