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
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