Small Construct, Unaligned
Armor Class 16
Hit Points 10 (3d6)
Speed
STR
8 (-1)
DEX
17 (+3)
CON
10 (+0)
INT
16 (+3)
WIS
5 (-3)
CHA
1 (-5)
Saving Throws DEX +5, INT +5
Skills Arcana +5, History +5
Damage Vulnerabilities Fire
Damage Immunities Necrotic, Poison, Psychic
Senses Blindsight 60ft (blind beyond this radius), Passive Perception 7
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility: The book is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the book must succeed on an Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance: While the book remains motionless and isn't flying, it is indistinguishable from a normal book.

Immutable Form: The book is immune to any spell or effect that would alter its form.

Innate Spellcasting: The book's spellcasting ability is Intelligence (+5atk, spell save DC13). The book can innately cast the following spells, requiring no material components:

Cantrips (at will): dancing lights, detect magic, guidance, minor illusion

4/day: acid splash, dispel magic, fire bolt, ray of frost, shocking grasp

1/day: grease, magic missile, sleep

Magic Resistance: The book has advantage on saving throws against spells and other magical effects.

Magic Weapons: The book's weapon attacks are magical.

Actions

 

Slam Melee Weapon Attack: +2 to hit, reach 5ft., one target Hit: 3 (1d6) slashing damage

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Urban

MakerDad

Comments

Posts Quoted:
Reply
Clear All Quotes