{"name":"Drop of Shimanai","cr":"1\/4","types":"Elemental","size":"Tiny","languages":"","alignment":"Unaligned","description":"Minuscule drops of gelled blood in a crimson crystalline exoskeleton.","suggestedenvironment":"","ac":"18","hitpoints":"1d4","strength":"6","dexterity":"20","constitution":"6","intelligence":"3","wisdom":"18","charisma":"3","movement":"10","fly":"","hover":"","burrow":"10","swim":"15","climb":"5","senses":"Tremorsense 20ft. Can detect any warmblooded creature within 30ft.","skills":"","savingthrows":"Dex. +6. Wis +5.","damagevulnerabilities":"","damageresistances":"Psychic, Fire","damageimmunities":"Mundane Weapons","conditionimmunities":"","spellcasting":"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.","atwill":"[b]1 Drop: [\/b]Rary's Telepathic Bond. This spell is only one way, connecting the host with the High Priestess Adrienne. While the Drop is inside the host, this spell is permanent.","onceperday":"[b]1 Drop: [\/b]Friends (after the spell ends, the host notices the abnormality, but not the magic)\r\n[br]\r\n[b]2 Drops: [\/b]Bane, Command, Dissonant Whispers, Sleep\r\n[br]\r\n[b]3 Drops: [\/b]Calm Emotions, Suggestion, Zone of Truth\r\n[br][b]4 Drops: [\/b]Enemies Abound\r\n[br][b]5 Drops: [\/b]Charm Monster, Confusion\r\n[br][b]6 Drops: [\/b]Dominate Person, Geas, Modify Memory\r\n[br]\r\n[b]7 Drops: [\/b]Otto's Irresistible Dance.\r\n[br]\r\n[b]8 Drops: [\/b]Power Word Pain (this destroys 3 of the Drops)\r\n[br]\r\n[b]9 Drops:[\/b] Feeblemind, Power Word Stun (this destroys 2 of the Drops)\r\n[br]\r\n[b]10 Drops: [\/b]Power Word Kill (this kills all drops in the host), Psychic Scream (this spell affects all creatures around the host in the normal area of the spell, including the host.)","twiceperday":"","thriceperday":"","specialabilities":"[b]Bloodform:[\/b] 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. ","actions":"[b]Pierce: [\/b]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.\r\n[b]Vascular Infiltration:[\/b] 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. ","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"","templateId":"21","blockId":"301750","isShared":"on"}