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Amble

Traits 

Hearth of Moonlight and Shadow. At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.


Hold Breath. Amble can hold their breath for up to 1 hour at a time.


Balm of the Summer Court (12d6). (As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to 6d6 of their die pool. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. Amble regains all expended dice when they finish a long rest.


Hidden Paths (4/Day). (As a Bonus Action) Amble may teleport up to 60 feet to an unoccupied space they can see.


Actions

Change Shape (2/Day). Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. Amble's equipment melds with their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn.


Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.


Club. Melee Weapon Attack: +6 to hit (+8 to hit with shillelagh), reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.


Legendary Actions

Lair Actions

Regional Effects