Tiny Aberration
Armor Class 11
Hit Points 52 (8d10 + 16)
Speed 30 ft., hover
STR
15 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
6 (-2)
CHA
8 (-1)
Saving Throws STR +4, DEX +3, CON +4
Damage Vulnerabilities Psychic
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 60ft - blind beyond this radius, Passive Perception 8
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Kinetic Spellcasting. The augur can cast the following spells innately, requiring no components. Its spellcasting ability is Strength (spell save DC 12, + 4 to hit with spell attacks). 
At-will: Catapult, Mage Hand, Misty Step
1/day: Telekinesis

Actions

Kinetic Shove. The augur targets one creature it can see within 60ft of it. The creature must make a DC 12 Strength saving throw. On a failure, the creature takes 12 (3d6 + 2) bludgeoning damage and is pushed 15ft in a direction of the Augur's choosing. A creature that succeeds on the saving throw takes half as much damage and is not shoved.

Reactions

Kinetic Pull. When a creature starts its turn within 15ft of the augur or comes within 15ft of the augur for the first time on its turn, the augur can force the creature to make a DC 12 Strength saving throw. On a failure, the creature cannot move further away from the augur.

Jothrax

Comments

Posts Quoted:
Reply
Clear All Quotes