# Fear Smith *Medium* *Fey* *Chaotic Neutral* - **Armor Class:** 17 (natural armor) - **Hit Points:** 149 (23d8 + 46) - **Speed:** walk 15 ft. - **Challenge Rating:** 10 (5,900 XP) - **Source:** Tome of Beasts 2023, page 169 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 11 (+0) | 17 (+3) | 14 (+2) | 11 (+0) | 15 (+2) | 18 (+4) | - **Saving Throws**: Wis +6 - **Skills:** Intimidation +8, Stealth +7 - **Damage Vulnerabilities:** False - **Damage Immunities:** False - **Damage Resistances:** bludgeoning, piercing, and slashing from attacks not made with cold iron weapons - **Condition Immunities:** charmed, frightened - **Senses:** blindsight 30 ft., passive Perception 12 - **Languages:** Common, Elvish, Sylvan ### Special Abilities - **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. - **Hidden Eye:** The fear smith has advantage on saving throws against being blinded. - **Magic Resistance:** The fear smith has advantage on saving throws against spells and other magical effects. ### Actions - **Multiattack:** The fear smith makes three Claw attacks. It can replace one attack with a use of Heart-Stopping Stare. - **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. - **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. - **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):
At will: detect thoughts, fear
2/day each: charm person, command