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monsters/md/tome_of_beasts_2/bleakheart.md
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monsters/md/tome_of_beasts_2/bleakheart.md
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# Bleakheart
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*Medium* *Undead* *neutral evil*
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- **Armor Class:** 12
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- **Hit Points:** 66 (12d8+12)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 3 (700 XP)
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- **Source:** Tome of Beasts 2, page 43
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 10 (+0) | 15 (+2) | 12 (+1) | 10 (+0) | 10 (+0) | 16 (+3) |
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- **Skills:** persuasion +5, stealth +6
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- **Damage Immunities:** necrotic, poison
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- **Damage Resistances:** cold; bludgeoning, piercing, and slashing from nonmagical attacks
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- **Condition Immunities:** charmed, exhaustion, frightened, poisoned
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- **Senses:** darkvision 60 ft., passive Perception 10
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- **Languages:** Common
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### Special Abilities
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- **Indiscernible in Shadows:** While in dim light or darkness, the bleakheart is invisible.
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- **Silent Entry (3/Day):** As a bonus action, the bleakheart can silently unlock a door within 10 feet of it that is held shut by a mundane lock. If a door has multiple locks, only one is unlocked per use of this trait.
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- **Sunlight Weakness:** While in sunlight, the bleakheart has disadvantage on attack rolls, ability checks, and saving throws.
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- **Innate Spellcasting:** The bleakheart's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
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At will: detect thoughts, minor illusion
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3/day each: disguise self
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### Actions
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- **Disheartening Touch:** Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) psychic damage.
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- **Steal Joy (Recharge 5-6):** Each creature of the bleakheart's choice that is within 20 feet of the bleakheart and aware of it must succeed on a DC 13 Wisdom saving throw or its Charisma score is reduced by 1d4. A creature that has taken psychic damage from the bleakheart's Disheartening Touch within the last minute has disadvantage on this saving throw. A creature that has its Charisma reduced to 0 ends its life at the earliest opportunity, and a new bleakheart rises from its corpse 1d4 hours later. Otherwise, the Charisma reduction lasts until the target finishes a long rest.
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