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5ead/monsters/md/creature_codex/junk-shaman.md
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# Junk Shaman
*Small* *Humanoid* *lawful neutral*
- **Armor Class:** 12 (15 with junk armor)
- **Hit Points:** 42 (12d6)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 2 (450 XP)
- **Source:** Creature Codex, page 238
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 6 (-2) | 14 (+2) | 11 (+0) | 11 (+0) | 17 (+3) | 9 (-1) |
- **Saving Throws**: Dex +4, Wis +5
- **Skills:**
- **Senses:** darkvision 60 ft., passive Perception 13
- **Languages:** Common, Draconic
### Special Abilities
- **Animate Objects (1/Day):** The kobold casts animate objects without any components. Wisdom is its spellcasting ability.
- **Junk Armor:** As a bonus action, the kobold can create magical armor out of scrap metal and bits of junk it touches. The armor provides AC 13 + Dexterity modifier, and a critical hit scored against the kobold becomes a normal hit instead. The armor lasts until the kobold uses a bonus action to end it, the armor is removed from the kobold, or the kobold dies.
- **Pack Tactics:** The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
- **Sunlight Sensitivity:** While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
### Actions
- **Multiattack:** The kobold junk shaman makes two junk staff attacks.
- **Junk Staff:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage.
- **Flame Jet:** Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or flammable object that isn't being worn or carried, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.