33 lines
1.6 KiB
Markdown
33 lines
1.6 KiB
Markdown
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# Wardu
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*Medium* *Aberration* *neutral evil*
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- **Armor Class:** 16 (natural armor)
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- **Hit Points:** 105 (14d8+42)
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- **Speed:** fly 40 ft. walk 0 ft. hover True ft.
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- **Challenge Rating:** 6 (2,300 XP)
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- **Source:** Tome of Beasts 2, page 365
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 10 (+0) | 18 (+4) | 16 (+3) | 10 (+0) | 15 (+2) | 12 (+1) |
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- **Saving Throws**: Int +3, Cha +4
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- **Skills:**
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- **Condition Immunities:** exhaustion, prone
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- **Senses:** darkvision 60 ft., passive Perception 13
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- **Languages:** understands Deep Speech but can’t speak, telepathy 60 ft.
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### Special Abilities
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- **Flyby:** The wardu doesn't provoke opportunity attacks when it flies out of an enemy's reach.
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- **Magic Resistance:** The wardu has advantage on saving throws against spells and other magical effects.
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### Actions
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- **Multiattack:** The wardu uses its Segmented Gaze. It then makes two proboscis attacks.
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- **Proboscis:** Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the wardu regains hp equal to half the damage dealt. If the target is a spellcaster, the target has disadvantage on Constitution saving throws to maintain its concentration until the end of its next turn.
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- **Segmented Gaze:** The wardu's segmented central eye flares with unstable magical energy. One creature the wardu can see within 30 feet of it must succeed on a DC 15 Constitution saving throw or suffer a random condition until the end of its next turn. Roll a d4 to determine the condition: blinded (1), frightened (2), deafened (3), or incapacitated (4).
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