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
STR
16
+3
DEX
13
+1
CON
17
+3
INT
10
+0
WIS
9
−1
CHA
12
+1

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.