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Gleam – Animal Companion ¤ ¤ ¤ ¤ | HP

¤ | Luck
¤ | Heal
Description:
A black patterned salamander body adorned with deep green/teal/purple accents merges over
into the chitinous wings and stinger of a dragonfly. This spine to tail carapace gleams in an
opalescent color between green and purple, like the coloration of a dung beetle.

Gleam’s tail is adorned with a jagged metal nail, that was pierced through as an act of cruelty by
his captors. Gleam is not particularly talkative or intelligent, but gleam is cunning, precise and at
times vengeful. Gleam does have another side though, as the secretions of his skin can heal
others.

Animal Companions are the providence of Archdruids, powerful creatures that follow the
call of nature, and serve alongside as friends and allies. They can perform regular actions
players can, including attacking, but are limited by their animal nature.

Traits:
• Evasive. Whenever you are attacked, you may roll a d6. Ona success, the attack
misses. This does not stack with Evade.
• Fly. This creature can fly up to 60 feet an action.
• Sneaky. You gain Advantage when Testing to hide or sneak around without others
noticing you.
• Lucky. You may reroll one Test per session.
• Healer. As an Action, you can Test 2d6 to heal a creature. If the Test is
successful, the target creature is healed for 2 Hit Points. This Trait can also
be used to cure poison, disease, and other physical ailments that are non-
magical. You must be next to the creature to heal it. Once you’ve used this
feature, you cannot use it again until a session has passed.

Attacks:
• Nail. Slice, Nick, Puncture, Sever. That sharp, jagged edge. Test 2d6, 1 damage on
success.
• Eggs. A delayed blast. Test 2d6, on a success, an egg is planted. It detonates a
short time later.

Equipment:

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