The Drop can cast a variety of spells based on how many Drops have infiltrated the host. The Drops may only cast with their host as the target, and only once a day. The save DC for these spells is 13, but increases by 1 per Drop in the host.
Bloodform: The Drop has advantage on all Stealth checks and can take the Hide action as a bonus action on its turn when on a battlefield with more than three other combatants. Additionally, if a creature has advantage on Perception rolls that rely on smell, the Drop has disadvantage on Stealth checks instead. The Drop may enter another creatures space as an action by spending 5 ft of climb speed. This requires a Stealth check to go unnoticed.
Pierce: Melee Touch Attack: +6 to hit, one target. Hit: 1 piercing damage and an additional 1d4 poison damage to a Small creature. An affected medium size creature must make a DC 15 medicine check as a reaction. On a success, they notice the Drop. Otherwise, the target has disadvantage on saves against the Drop. Vascular Infiltration: The Drop forces a target to make a Con save against the Drop as it begins to infiltrate and corrupt the target's bloodstream as an action. The DC is 15, +1 per Drop already infiltrated in the host. On a success, the host resists the Drop, which is pushed out of the target's space. On a failure, the Drop infiltrates the host and becomes unidentifiable from normal blood.
Minuscule drops of gelled blood in a crimson crystalline exoskeleton.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!