Medium Humanoid (Any Race), Any Alignment
Armor Class 15 Natural Armour
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
15 (+2)
Skills Medicine +6, Survival +4
Damage Resistances Poison
Senses Passive Perception 14
Languages Any two languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Dauntless. Advantage on saves against frightened and poison

Constructed Nature. Warforged has no need for food, drink or air

Life Saver. Can heal for the maximum amount while healing a target that has 0 hitpoints

Mending Triage. The warforged healing spells can effect constructs and the caster gains temporary hitpoints equal to the amount of healing done.

 

Tactical Training. Advantage on Initiative

Spellcasting. The priest is a 6th-level spellcaster. Its spellcasting ability is Wisdom(spell save DC 12, +4 to hit with spell attacks). The priest has the following spells prepared:

Cantrips (at will): toll the dead, spare the dying, mending

1st level (4 slots): cure wounds, ray of sickness, inflict wounds

2nd level (3 slots): lesser restoration, healing word

3rd level (2 slots): mass healing word, aura of vitality

Actions

Multiattack. The warforged can cast a spell and make one attack with a needle of its choice
Sedative Needle.
Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. Upon a hit, target must make a DC 14 Con save or take 7(2d6) poison damage and fall unconscious. On a success they take half damage and are not unconscious. Creatures are unconscious for 10 minutes or until its damaged or an action is used to wake it.

Vile Needle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. Upon a hit, target must make a DC 14 Con save or take 7(2d6) poison damage and are poisoned until the end of its next turn. On a success, the creature takes half damage and is fine.

Monster Tags: NPC

Habitat: Urban

justsomeguy199124485

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