Glorp Pirate Deckhand: Difference between revisions
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'''Gelatinous Form.''' The glorp can use an action to cast either the [https://dnd5e.wikidot.com/spell:alter-self Alter Self] or [https://dnd5e.wikidot.com/spell:enlarge-reduce Enlarge/Reduce] spell on itself only, requiring no concentration and no verbal, somatic, or material components. Once it has cast either of these spells in this way, it cannot cast another until it finishes a long rest. | '''Gelatinous Form.''' The glorp can use an action to cast either the [https://dnd5e.wikidot.com/spell:alter-self Alter Self] or [https://dnd5e.wikidot.com/spell:enlarge-reduce Enlarge/Reduce] spell on itself only, requiring no concentration and no verbal, somatic, or material components. Once it has cast either of these spells in this way, it cannot cast another until it finishes a long rest. | ||
'''Pack Tactics.''' The glorp has Advantage on an attack roll against a creature if at least one of the glorp's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition. | |||
'''Unusual Nature.''' The glorp does not require air, drink, or sleep. | '''Unusual Nature.''' The glorp does not require air, drink, or sleep. | ||
'''Gelatinous Vulnerabilities.''' The glorp is not capable of swimming. If it enters a body of water, it sinks straight to the bottom, and can only traverse it by walking.|actions='''Multiattack.''' The glorp makes two attacks, choosing between Pseudopod and its’ light crossbow. | '''Gelatinous Vulnerabilities.''' The glorp is not capable of swimming. If it enters a body of water, it sinks straight to the bottom, and can only traverse it by walking.|actions='''Multiattack.''' The glorp makes two attacks, choosing between Pseudopod and its’ light crossbow in any combination. | ||
'''Pseudopod.''' ''Melee Weapon Attack:'' +6 to hit, one target. ''Hit:'' 1d8+4 bludgeoning damage plus 2d4 Acid damage. The glorp's dominant appendage morphs into the shape of a scimitar. | '''Pseudopod.''' ''Melee Weapon Attack:'' +6 to hit, one target. ''Hit:'' 1d8+4 bludgeoning damage plus 2d4 Acid damage. The glorp's dominant appendage morphs into the shape of a scimitar. | ||
'''Light Crossbow.''' ''Ranged Weapon Attack:'' +6 to hit, range 60/240 ft., one target. ''Hit:'' 1d8+4 piercing damage.}} | '''Light Crossbow.''' ''Ranged Weapon Attack:'' +6 to hit, range 60/240 ft., one target. ''Hit:'' 1d8+4 piercing damage.}} | ||
Latest revision as of 23:44, 4 August 2026
Glorp Pirate Deckhand
INT 5 (-3) WIS 10 (+0) CHA 12 (+1)
Acidic Body. Any creature hostile to the glorp that makes contact with it takes 1 Acid damage.
Gelatinous Form. The glorp can use an action to cast either the Alter Self or Enlarge/Reduce spell on itself only, requiring no concentration and no verbal, somatic, or material components. Once it has cast either of these spells in this way, it cannot cast another until it finishes a long rest.
Pack Tactics. The glorp has Advantage on an attack roll against a creature if at least one of the glorp's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Unusual Nature. The glorp does not require air, drink, or sleep.
Gelatinous Vulnerabilities. The glorp is not capable of swimming. If it enters a body of water, it sinks straight to the bottom, and can only traverse it by walking.
Multiattack. The glorp makes two attacks, choosing between Pseudopod and its’ light crossbow in any combination.
Pseudopod. Melee Weapon Attack: +6 to hit, one target. Hit: 1d8+4 bludgeoning damage plus 2d4 Acid damage. The glorp's dominant appendage morphs into the shape of a scimitar.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 1d8+4 piercing damage.