Flaming Meepo
by on
Flaming Meepo
by on

Flaming Meepo

Any creature that ends its turn within 5 feet of
the sphere must make a DEX saving throw.
Take 2d6 fire damage on a failed save, or half as
much on a successful one.
BA: move the sphere up to 30 feet. If you ram
the sphere into a creature, they make the saving
throw and the sphere stops moving this turn.
It sheds bright light in a 20-foot radius and dim
light for an additional 20 feet.
At Higher levels: Damage increases by 1d6 for
each slot level above 2nd.

Love this card?

Support tomcorrigan's creations
with a gift of Premium Membership!

Gift

Card Comments