[PORTUGUÊS]
Originados no Feywild, lepterinos são joviais humanoides que se assemelham a mariposas e borboletas. Apesar de exibirem uma natureza despreocupada inicialmente, lepterinos fazem o necessário para manter todo seguros. Eles patrulham a céu noturno, buscando por intrusos e possíveis ameaças à eles, suas comunidades e qualquer outros seres que compartilhem o espaço consigo. Amantes de tudo que é natural, eles tendem a agir amigavelmente com elfos, firbolgs, druidas e outras criaturas que compartilham tal interesse.
A Arte de Evitar Conflitos. Sendo amantes, e não guerreiros, lepterinos tentam de tudo para não terem que lutar numa resolução de problemas. Suas capacidades físicas estão longe de serem as melhores. Quando em combate tendem a manter distância enquanto utilizam suas poeiras, produzidas nas asas e armazenadas no corpo, para infligir condições nos inimigos e encerrar as hostilidades o mais rápido possível.
Sempre Jovens. Lepterinos podem entrar em um estado de pulpa para se curar e renovar seus corpos. Este processo os mantém saudáveis e jovens, sem perder a experiência adquirida ao longo dos anos. Por mais que isto possa ser utilizado numa emergência para restaurar partes perdidas ou remover doenças, lepterinos gostam de organizar festivais para unir a comunidade e passar pelo processo. Alguns escolhem o fazer para celebrar aniversários, feriados ou outras datas importantes no ano. Para outros, renovar seus corpos é uma forma de simbolizar a passagem por ciclos de vida e aprendizado, ou a conquista rumo à algum objetivo, e podem passar vários anos até que se sintam prontos.
Pacíficas Despedidas. Virtualmente imortais, lepterinos envelhecem rápido quando não utilizam de suas crisálidas rejuvenescedoras, morrendo em cerca de meia dúzia de anos. Aqueles que se sentem prontos para partir escolhem não passar pelo processo, e observam seus corpos definharem rapidamente. Alguns permanecem na comunidade para morrer entre os que amam. Outros viajam o mundo em seus dias finais para ver as belezas que esperam lá fora.
[ENGLISH]
Originated in the Feywild, lepterlings are joyful humanoids that ressembles moths and butterflies. Despite showing an unconcerned nature at first, lepterlings make sure to keep everyone safe. They patrol the night sky, looking for intruders and possible threats to themselves, their community or any other being that shares the space with them. As lovers of all things nature, they tend to act friedly towards elfs, firblogs, druids and other creatures that shares this interest.
The Art of Avoiding Conflict. As lovers, and not fighters, lepterlings try everything before jumping into battle to solve problems. Their physical capabilities are far from being mighty and, when in combat, they tend to keep safe distance while using their natural powders, produced by its wings and stored in its bodies, to inflict conditions to foes and end the hostility as fast as possible.
Forever Young. Lepterlings can enter a state of pupa to heal and rejuvenate their bodies. This process keep them healthy and young, without losing the experience aquired throughout the years. While this can be used in an emergency to restore lost parts or remove diseases, lepterlings like to organize festivals to unite the communitie and undergo the process. Some use this to celebrate birthdays, holydays or other special dates in the year. For some, renewing their bodies is a way to simbolize new cycles of life or a milestone in some objective, and can go years and years without doing it, until feeling ready.
Peaceful Departs. Virtually immortal, lepterlings age fast without their rejuvenating chrysalis, diyng in half a dozen years or so. Those who feel ready to go choose not to undergo the process, and watch as their bodies quickly languish. Some stay in their communities to die among loved ones. Others travel the world in their final days to see what beauties lies in the outside.
[ESTATÍSTICAS/STAT BLOCK]
Lepterlings / Lepterinos
Medium fey, chaotic neutralArmor Class 13
Hit Points 46 (7d8 + 14)
Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 14 (+2) 10 (0) 8 (-1) 17 (+3)
Saving Throws Cha +5
Skills acrobatics +5, persuasion +5
Senses darkvision 60 ft., blindsight 30 ft., passive Perception 9
Languages Sylvan, Telepathy 60 ft.
Challenge 1/2 (100 XP)
Keen Senses. The lepterlings have advantage on all Wisdom (Perception) checks while it have both its antenna.
Rejuvenating Chrysalis. Lepterlings can enter an state of animated suspension. By spendig an action it can form around itself a cocoon and start a process of rejuvenation. Inside the cocoon its body is renewed, removing scars, levels of exhaustion, regrowing lost limbs, healing any non-magical diseases and nullifying effects from aging, keeping their bodies young and healthy. While in this state a lepterling is considered blinded, deafened, restrained and unconscious. After 10 minute it breaks free, no action required, rupturing the cocoon and emerging with a fully rested body, as in a long rest. If the lepterling takes any damage while inside the cocoon the process is interupted and fails. When this ability is used it can't be again for a year.
Actions
Peeled Dust. The lepterling expels a cloud of particles that can have multiple effects. Choose one of the described below. Each can be used as a 15 ft. radius centered on itself or a 30 ft. cone originating on itself. A lepterling is immune to the effects of its own particles.
- Poison Powder. Each creature in the area of effect must succeed on a CD 13 Constitution saving throw or become poisoned for 1 minute. At the end of each of a poisoned creature's turns, it must repeat the save, taking 5 (2d4) poison damage on a failed save, or ending the effect on itself on a successful one. Unconscious creatures don't suffer any damage, even on a failed check.
- Blindind Powder. Each creature in the area must succeed on a CD 13 Constitution saving throw or become blinded until the end of the lepterling's next turn.
- Sleeping Powder. Roll 5d8; the total is how many hit points of creatures this ability can affect, ignoring those unconscious. Starting with the creature that has the lowest current hit points, each creature affected falls unconscious for 1 minute, until it takes damage, or someone uses an action to shake or slap it awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Creatures affected by this become immune for 24 hours after waking up. Undead are immune to this effect.



Achei poético,devem ser muito bonitos e ter cheiro de chiclete
ResponderEliminarUma pena que devem atacar a alergia. Mas muito obrigado! Este monstro parece ter agradado, espere por novos exemplares destes seres faéricos no blog.
EliminarJá comprei o Loratamed!��
Eliminar