Tiny Construct, Unaligned
Armor Class 13 Natural armor
Hit Points 25 (1d6)
Speed 20 ft.
STR
5 (-3)
DEX
10 (+0)
CON
10 (+0)
INT
18 (+4)
WIS
18 (+4)
CHA
1 (-5)
Saving Throws INT +6, WIS +6
Damage Resistances Damage from Spells
Condition Immunities Charmed, Unconscious
Senses Blindsight 45 ft, blind beyond this radius, Passive Perception 1
Languages Common Can understand but not speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

False Appearance. While the tome remains motionless, it is indistinguishable from a normal book.

Spellcasting. The tome is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +5 to hit with spell attacks). The tome has following Druid spells prepared:
Cantrips (at will): Rapid Growth, Frostbite, Poison Spray
1st level (6 slots): Detect Magic, Entangle, Ice Knife

Reactions

Entangled Rebuke. When hit by an attack, if the attacker is a creature and within 30 feet the tome can spend its reaction to wrap the enemy in vines. The entangled creature must succeed a DC 13 Strength saving throw or be restrained for 2d4 turns. When the creature's turn passes, it can retry this saving throw once.

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.

Description

The tome is simply a tome containing a spell that has been enchanted to gain a sort of half-sentience and attack humanoids. It appears as a normal hardback book, but when approached will float in the air and defend itself, casting spells. It can be pacified by destroying the magic 'shield' protecting it.

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.

boejiden03

Comments

Posts Quoted:
Reply
Clear All Quotes