Small Construct, Unaligned
Armor Class 17 Natural armor
Hit Points 142 (15d10 + 60)
Speed 30 ft.
STR
18 (+4)
DEX
20 (+5)
CON
18 (+4)
INT
8 (-1)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws DEX +9, CON +8
Damage Immunities Necrotic, Poison
Senses Blindsight 10 Ft., Darkvision 60 Ft., Passive Perception 13
Languages Understands Commands Given In Any Language But Can Only Speak Common, Cannot Read or Write
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Bound. Barry is magically bound to an amulet. As long as he and his amulet are on the same plane of existence, the amulet's wearer can telepathically call him to travel to it, and he knows the distance and direction to the amulet. If Barry is within 60 feet of the amulet's wearer, half of any damage the wearer takes is transferred to Barry.

Regeneration. Barry regains 10 hit points at the start of its turn if it has at least 1 hit point.

Spell Storing. A spellcaster who wears Barry's amulet can cause him to store one spell of 4th level or lower. To do so, the wearer must cast the spell on Barry. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, Barry casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.


Cunning Action. On each of its turns, Barry can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion.
 When Barry is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Ambusher.
 During the first round of combat, Barry has advantage on attacks rolls against any creature that hasn't had a turn yet.

Sneak Attack (1/Turn). Barry deals an extra 2d6 damage when it hits a target with a dagger or dart Attack and has advantage on the Attack roll, or when the target is within 5 ft. of an ally that isn't Incapacitated and Barry doesn't have disadvantage on the Attack roll.

Poison Darts. As part of his attack action Barry can coat one dart with a poison stored in his interior poison vats.

Sentry's Rest. When Barry takes a long rest, he must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, he appears inert, but it doesn’t render him unconscious, and he can see and hear as normal.

False Appearance. While Barry remains motionless, he is indistinguishable from a harmless wind-up toy.

Actions

Multiattack. Barry makes two dagger attacks.

Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d4 + 5) piercing damage.

Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

 

Reactions

Shield. When a creature makes an attack against the wearer of Barry's amulet, Barry grants a +2 bonus to the wearer's AC if he is within 5 feet of the wearer.

Description

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Previous Versions

Name Date Modified Views Adds Version Actions
8/27/2020 8:16:08 PM
16
1
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Monster Tags: construct

Dazmo

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