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2025-06-07 07:58:30 -05:00
# Fext
*Medium* *Undead* *Any Alignment*
- **Armor Class:** 17 (Patrons Blessing)
- **Hit Points:** 77 (14d8 + 14)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 6 (2,300 XP)
- **Source:** Tome of Beasts 2023, page 171
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 14 (+2) | 16 (+3) | 12 (+1) | 14 (+2) | 12 (+1) | 18 (+4) |
- **Saving Throws**: Dex +6, Wis +4
- **Skills:** Perception +4
- **Damage Vulnerabilities:** False
- **Damage Immunities:** poison
- **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks
- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, poisoned
- **Senses:** darkvision 60 ft., truesight 20 ft., passive Perception 14
- **Languages:** the languages it knew in life
### Special Abilities
- **Eldritch Weapons:** The fext's weapon attacks are magical. When the fext hits with any weapon, the weapon deals an extra 2d8 force damage (included in the attack).
- **Magic Resistance:** The fext has advantage on saving throws against spells and other magical effects.
- **Patron's Blessing:** While the fext is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above).
- **Undead Nature:** The fext doesn't require air, food, drink, or sleep.
### Actions
- **Multiattack:** The fext makes two Eldritch Blade or Eldritch Fury attacks.
- **Eldritch Blade:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 9 (2d8) force damage.
- **Eldritch Fury:** Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (3d8 + 4) force damage.
- **Patron's Might (Recharge 5-6):** The fext channels its patron's awe-inspiring presence, terrifying those nearby. Each creature within 10 feet of the fext must make a DC 15 Wisdom saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.