Medium Humanoid (Half-Dragon), Lawful Evil
Armor Class 17 (splint)
Hit Points 57 (6d12 + 18)
Speed 30 ft.
STR
19 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +6, CON +5
Skills Athletics +6, Intimidation +3, Perception +4
Damage Resistances Lightning
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits
Action Surge (Recharges on a Short or Long Rest).  On his turn, The Cult Prison Guard can take one additional action.
Improved Critical. The Cult Prison Guard's weapon attacks score a critical hit on a roll of 19 or 20.
 
Actions

Multiattack. The Cult Prison Guard attacks twice, either with his greatsword or spear.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11(2d6 +4) slashing damage.

Spear. Melee or Ranges Weapon Attack: +5 to hit, reach 5 ft.or ranged 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Lightening Breath (Recharge 5–6);(1d6). The Cult Prison Guard breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightening damage on a failed save, or half as much damage on a successful one.

Previous Versions

Name Date Modified Views Adds Version Actions
4/27/2021 11:40:46 PM
12
2
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Coming Soon

Monster Tags: Cult of the Dragon

gsladic

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