Small Beast, Neutral
Armor Class 11 (Natural Armor)
Hit Points 10 (2d10 + 1)
Speed 40 ft.
STR
17 (+3)
DEX
11 (+0)
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws STR +5
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 11
Languages Understands the its creator but can't speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Telepathic Bond. You can telepathically communicate with your Homunculus and as an action you can see and hear what it does until the start of your next turn. If your familiar has any special senses, you also gain the benefits of those senses while you are seeing or hearing through it. While doing so, your body is blinded and deafened. You can also cast spells with a range of touch through your familiar as if it has cast them itself, but you must be within 100 feet of it and the familiar uses its reaction to cast the spell. Otherwise the spell is cast as if you had done so yourself.

Actions

1.Bloody Ram. Melee Spell Attack: +5 to hit, reach 5 ft., one target. On hit, the target takes 2d6 necrotic damage, and Amistr regain hit points equal to half the necrotic damage dealt.

2.Castling. Amistr swaps places with its owner and casts Compelled Duel on the creature that last attacked its owner, The owner can choose a spot to appear within 5 ft. of Amistr's new position. The owner must be within 30 ft. and with line of sight otherwise Amistr uses its movement to get within range, if not possible the spell fails and Amistr uses dash to get as close as possible to its owner. 

3.Amistr Bulwark. Amistr casts False Life on itself and its owner. The owner must be within 30 ft. and with line of sight otherwise Amistr uses its movement to get within range, if not possible the spell fails and Amistr uses dash to get as close as possible to its owner.

4.Adamantium Skin. New time Amistr gets attacked or its owner, it can use its reaction to cast Shield on itself and its owner.The owner must be within 30 ft. and with line of sight to get the benefits from this spell, otherwise Amistr casts it only on itself, unless the triggering attack target its owner then Amistr uses its movement to get within range, if not possible the spell fails and Amistr uses dash to get as close as possible to its owner.

Rejuvenation. If its owner focus on its core, a destroyed Amistr gains a new body in 2d12 hours, regaining all its hit points and becoming active again. The new body envelops its core.

Description

An Amistr is one of the creatures available through the Create Homunculi Spell. It visually resembling land animal life with white fluffball sheep/goat type body.

Primarily a tank type, Amistr sports the highest defense properties among all Homunculi. Its skills are all centered to serve as a distraction and take on hits for its master by switching their positions using Castling and by giving temporary Hit Points and AC.

Design based on the MMORPG Ragnarok Online.

Previous Versions

Name Date Modified Views Adds Version Actions
1/28/2019 8:45:19 PM
6
1
1
Coming Soon

Monster Tags: construct

Cheester

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