Nature’s Boon

Monstrosity Shape

When you use your wild shape, you can choose wild traits freely from all the great beast spirits you know. If you do so, your creature type changes to monstrosity instead of a beast while wild shaped.

Once between long rests, when you expend at least two uses of your call of the wild to wild shape into one of your great beast spirit templates, you can gain the benefit of one additional wild trait from the list of wild traits you have available.

In addition, you add the following wild trait options to the list of options available to your great beast templates. If you apply any of these wild trait options, your creature type also changes to monstrosity while wild shaped:

  • Huge (counts as 4 wild traits). The creature’s size is huge and as a result the creature’s armour class becomes 17 instead of the template’s normal armour class and it does not add Dexterity to its armour class. The creature also adds 1d6 damage bonus to its melee damage rolls and its reach increases by 5 feet. The huge trait replaces the template’s physical ability scores with: Strength 18 (+4), Dex 11 ( - ), Con 17 (+3). The template also gains two additional temporary hit point per druid level.

  • Multiple Heads. The creature has advantage on saving throws against spells and effects that cause it to become blinded, charmed, deafened, frightened, stunned, or unconscious.

  • Multiattack: Toxic Spit. (counts as 2 wild traits). When the creature takes the attack action, it can use a bonus action to make an attack with acid spit:

    Toxic Spit. Ranged attack, range (15/45), 2d4 acid or poison damage (your choice). On a hit, the target must make a Dexterity saving throw or be blinded until the end of its turn.