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The Abbot

The Abbot Medium Celestial, Lawful Evil 10 5 xp

  • Armor class 17
  • Hit points 136 (16d8 + 64)
  • Speed 30 ft., Fly 90 ft.
  • STR 18 (+4)
  • DEX 18 (+4)
  • CON 18 (+4)
  • INT 17 (+3)
  • WIS 20 (+5)
  • CHA 20 (+5)

Save Throws: wis +9, cha +9

Skills: Insight +9, Perception +9

Damage Resistances: Radiant, Bludgeoning, Piercing, and Slashing from nonmagical attacks

Condition Immunities: Charmed, Exhaustion, Frightened

Senses: Darkvision 120 ft., Passive Perception 19

Languages: All, telepathy 120 ft.

Challenge: 10 (5 xp)

Ideal. I want to rid Barovia of its sickness. By giving the devil his heart's desire, I bring salvation to him and his land.
Bond. I love the creatures I create, including my beautiful golems and mongrelfolk.
Flaw. I can't be corrupted. My heart is pure, my intentions noble and good.

Sheds disguise if the players threaten Vasilka. Believes he is righteous. Regrets transforming the Belviews into horrid mongrelfolk (considers their imprisonment to be necessary, to contain their madness). Strahd's bride, he believes that she is the key to freeing the land from its curse.

The insane Abbot can't be convinced otherwise. The Abbot shares his beliefs openly, claiming that his decisions are based on the Morninglord's guidance. He will give visitors a tour of the abbey if they seem friendly, but he turns hostile if they threaten him or his charges.

Actions

Multiattack. The Abbot makes two melee attacks.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

Healing Touch (3/Day). The Abbot touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape. The Abbot magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (The Abbot's choice).
In a new form, The Abbot retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Legendary Actions

Angelic Weapons. The Abbot's weapon attacks are magical. When The Abbot hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting. The Abbot's spellcasting ability is Charisma (spell save DC 17). The Abbot can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead

Magic Resistance. The Abbot has advantage on saving throws against spells and other magical effects.