36 lines
2.5 KiB
Markdown
36 lines
2.5 KiB
Markdown
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# Fear Smith
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*Medium* *Fey* *Chaotic Neutral*
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- **Armor Class:** 17 (natural armor)
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- **Hit Points:** 149 (23d8 + 46)
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- **Speed:** walk 15 ft.
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- **Challenge Rating:** 10 (5,900 XP)
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- **Source:** Tome of Beasts 2023, page 169
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 11 (+0) | 17 (+3) | 14 (+2) | 11 (+0) | 15 (+2) | 18 (+4) |
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- **Saving Throws**: Wis +6
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- **Skills:** Intimidation +8, Stealth +7
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- **Damage Vulnerabilities:** False
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- **Damage Immunities:** False
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- **Damage Resistances:** bludgeoning, piercing, and slashing from attacks not made with cold iron weapons
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- **Condition Immunities:** charmed, frightened
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- **Senses:** blindsight 30 ft., passive Perception 12
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- **Languages:** Common, Elvish, Sylvan
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### Special Abilities
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- **Distortion Gaze:** Those who meet the gaze of the fear smith experience the world seeming to twist at unnatural angles beneath their feet. When a creature that can see the fear smith's eye starts its turn within 30 feet of the fear smith, the fear smith can force the creature to make a DC 16 Wisdom saving throw if the fear smith isn't incapacitated and can see the creature. On a failed save, the creature is disoriented until the start of its next turn. While disoriented, a creature can't take the Dash or Disengage action, and when it moves for the first time on its turn, it must succeed on a DC 16 Dexterity saving throw or fall prone.
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- **Hidden Eye:** The fear smith has advantage on saving throws against being blinded.
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- **Magic Resistance:** The fear smith has advantage on saving throws against spells and other magical effects.
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### Actions
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- **Multiattack:** The fear smith makes three Claw attacks. It can replace one attack with a use of Heart-Stopping Stare.
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- **Claw:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 9 (2d8) psychic damage. If the target is disoriented by Distortion Gaze, the fear smith regains hp equal to the amount of psychic damage dealt.
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- **Heart-Stopping Stare:** The fear smith terrifies a creature within 30 feet of it with a look. The target must succeed on a DC 16 Wisdom saving throw or take 13 (3d8) psychic damage and be stunned until the end of its next turn. The fear smith regains hp equal to the psychic damage dealt.
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- **Spellcasting:** The fear smith casts one of the following spells, requiring no verbal or material components and using Charisma as the spellcasting ability (spell save DC 16):<br>At will: detect thoughts, fear<br>2/day each: charm person, command
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