Geleton Adventurer
The Griffon's Saddlebag: Book Two p. 365 (Third Party)
- Size
- Medium
- Type
- humanoid (geleton)
- Alignment
- any alignment
- AC
- 15 (breastplate)
- Hit Points
- 37 (5d8+15)
- Speed
- walk 30 ft.
- Skills
- Athletics +5, Investigation +2, Perception +1
- Resistances
- acid
- Condition Immunities
- unconscious
- Senses
- blindsight 5 ft., darkvision 30 ft.
- Passive Perception
- 11
- Languages
- Common, any one language
- Challenge
- 2
- Lineage
- Geleton
Traits
Proficiency Bonus
+2
Dungeon Born
The geleton has advantage on any ability checks it makes to locate or identify hidden features of dungeons, such as traps or secret passageways.
Ooze Ancestry
The geleton doesn't need to breathe. The geleton doesn't require sleep, gaining the benefits of a long rest after spending 4 hours in a trance-like state. The geleton has advantage on saving throws against disease.
Actions
Multiattack
The geleton makes two weapon attacks.
Longsword
Melee Weapon Attack: +5 on hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if wielded with two hands.
Javelin
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., on range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.
Other data
description
Hapless adventurers that meet their untimely end in a corrupted forest sometimes return as a geleton: a symbiotic, collective lifeform between ooze and skeleton. Of such geletons, most can probably be found in the dungeons and ruins of these forests. As such, a geleton adventurer usually develops an almost preternatural ability to detect traps and defend themselves.