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V A RIANT: ANCE S TRAL TRAITS

            Each Valenar animal can be customized with an ances­
            tral gift, a supernatural trait granted by its ancestral
            spirit. Choose a trait or roll on the Ancestral Traits table
            for each Valenar animal.
                                                              V A LENAR STEED
            A N C ESTRAL TRAITS                               Large f e y, neutral
               d8   Trait                                     Armor Class 13
                   Bestow Luck (1/Day). As a bonus action, the animal   Hit Points 22 (3dl0 + 6)
                   chooses one creature it can see within 30 feet of it.   Speed 60 ft.
                   The next ability check, attack roll, or saving throw   STR   DEX   CON   INT   WIS   CHA
                   the target makes in the next hour has advantage.
                                                                14  (+2)   16 (+3)   14 (+2)   10  (+O)   15 (+2)   11  (+O)
               2   Burst of  Speed (Recharge 6). The animal can take the
                   Dash action as a bonus action.             Skills Perception +4
               3   Camouflage. The animal has advantage on  Dexterity   Senses passive Perception 14
                                                              Languages understands Common, Elvish, and Sylvan but can't
                   (Stealth) checks it makes while outdoors.
                                                                speak
               4   Lie Detector. The animal knows when a creature
                                                              Challenge 1/2 (100 XP)
                   within 15 feet of it tells a lie.
               5   Fey Ancestry. The animal has advantage on saving
                                                              Bonding. The steed can magically bond with one creature it
                   throws against being charmed or frightened, and
                                                              can see, immediately after spending at least 1  hour observing
                   magic can't put it to sleep.               that creature while within 30 feet of it. The bond lasts until the
               6   Fey Step (1/Day). The animal, along with anything it   steed bonds with a different creature or until the bonded crea­
                                                                  d
                   is wearing or carrying, teleports up to 30 feet to an   ture  i es. While bonded, the steed and the bonded creature can
                   unoccupied space it can see.               communicate telepathically with each other at a distance of up
                                                              to 100 feet.
               7   Quickness (Recharge 6). The animal can take the
                   Dodge action as a bonus action.            AC I O  N S
                                                                 T
               8   Shrouded Step. The animal can't be tracked except
                                                              Hooves. Melee Weapon Attack:  5   to hit, reach 5 ft., one target.
                                                                                    +
                   by magical means, and  it leaves behind no tracks or   Hit: 10  (2d6 + 3) bludgeoning damage.
                   other traces of its passage.
                                                                                  CHAPTER 6  I  FRIENDS AND  FOES
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