Creature of testing
If the creature is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
The creature can hold its breath for 30 minutes.
The creature sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
The creature has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
If the creature takes 10 damage or less that would reduce it to 0 Hit Points, it is reduced to 1 hit point instead.
The creature has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
The creature’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
The creature can’t be frightened while it can see an allied creature within 30 feet of it.
Any creature other than a creature that starts its turn within 5 feet of the creature must succeed on a DC 10 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the creature’s Stench for 1 hour.
The creature has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
If the creature surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
The creature can burrow through solid rock at half its burrowing speed.
The creature has advantage on Dexterity (Stealth) checks made while underwater.
Actions
None
Creature of testing
Not yet described
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