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<title>Fear Smith</title>
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<body>
<h1>Fear Smith</h1>
<p><em>Medium</em> <em>Fey</em> <em>Chaotic Neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 149 (23d8 + 46)</li>
<li><strong>Speed:</strong> walk 15 ft.</li>
<li><strong>Challenge Rating:</strong> 10 (5,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 169</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>11 (+0)</td>
<td>17 (+3)</td>
<td>14 (+2)</td>
<td>11 (+0)</td>
<td>15 (+2)</td>
<td>18 (+4)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Wis +6</li>
<li><strong>Skills:</strong> Intimidation +8, Stealth +7</li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> False</li>
<li><strong>Damage Resistances:</strong> bludgeoning, piercing, and slashing from attacks not made with cold iron weapons</li>
<li><strong>Condition Immunities:</strong> charmed, frightened</li>
<li><strong>Senses:</strong> blindsight 30 ft., passive Perception 12</li>
<li><strong>Languages:</strong> Common, Elvish, Sylvan</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Distortion Gaze:</strong> 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.</li>
<li><strong>Hidden Eye:</strong> The fear smith has advantage on saving throws against being blinded.</li>
<li><strong>Magic Resistance:</strong> The fear smith has advantage on saving throws against spells and other magical effects.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The fear smith makes three Claw attacks. It can replace one attack with a use of Heart-Stopping Stare.</li>
<li><strong>Claw:</strong> 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.</li>
<li><strong>Heart-Stopping Stare:</strong> 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.</li>
<li><strong>Spellcasting:</strong> 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</li>
</ul>
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