Armor Class
13
(armor scraps)
Hit Points
22
(4d8 + 4)
Speed
30 ft.
STR
10
(+0)
DEX
14
(+2)
CON
15
(+2)
INT
10
(+0)
WIS
8
(-1)
CHA
5
(-3)
Damage Vulnerabilities
Bludgeoning
Damage Immunities
Poison
Condition Immunities
Exhaustion, Poisoned
Senses
Darkvision 60 ft., Passive Perception 9
Languages
Understands all languages it knew in life but can't speak
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Innate Spellcasting. The baneguard’s innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no material components:
3/day each: blink, magic missile
Regeneration. When the baneguard is reduced to 0 hit points, it returns to life with full hit points 1d6 turns later.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
Baneguards are skeletal warriors, often created to guard grave sites or hordes of treasure.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/4/2019 2:16:58 PM
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5
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1
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Posted Jan 7, 2020Thanks, I was looking for this. I assume you based this on the Skeleton (i.e. the Damage Vulnerabilities). May I ask why you gave the monster also the Regeneration feature?