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Frostbound Sentinel

Frostbound Sentinel , 1/4 50 xp

  • Armor class 13 (natural armor)
  • Hit points 18 (3d8+4)
  • Speed 20 ft.
  • STR 14 (+2)
  • DEX 6 (-2)
  • CON 13 (+1)
  • INT 3 (-4)
  • WIS 8 (-1)
  • CHA 3 (-4)

Damage Resistances: Cold

Damage Immunities: Poison

Condition Immunities: Poisoned, Exhaustion

Senses: Darkvision 60ft., Passive Perception 9

Languages:

Challenge: 1/4 (50 xp)

Icy Aura: When a creature hits the sentinel with a melee attack while within 5 ft. of it, that creature must succeed on a DC 11 Constitution saving throw or take 2 (1d4) cold damage.

Slow and Steady: The sentinel has disadvantage on DEX saving throws but advantage against being knocked prone.,

Actions

Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) cold damage.

Frost Spray (Recharge 6): The sentinel sprays freezing mist in a 10-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 5 (2d4) cold damage on a failed save, or half as much on a successful one. Creatures that fail are also slowed (speed reduced by 10 feet) until the end of their next turn.

Acolyte

Acolyte Medium humanoid (any race), any alignment 1/4 50 xp

  • Armor class 10
  • Hit points 9 (2d8)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 10 (0)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 11 (0)

Skills: Medicine +4, Religion +2

Senses: passive Perception 10

Languages: any one language (usually Common)

Challenge: 1/4 (50 xp)

Spellcasting.The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (3 slots): bless, cure wounds, sanctuary,

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.