AC
17
Initiative
+13 (23)
HP
123
(13d10 + 52)
Speed
40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 24 | +7 | +10 |
| CON | 19 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 11 | +0 | +0 |
| CHA | 8 | −1 | +2 |
Skills
Perception +5
Vulnerabilities
Acid
Resistances
Fire, Necrotic, Radiant
Immunities
Cold, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Unconscious
Senses
Blindsight 90 ft., Darkvision 300 ft., Truesight 30 ft.; Passive Perception 15
Languages
None
CR
7 (XP 2,900; PB +3)
Traits
Blood Frenzy. The lictor has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Actions
Multiattack. The lictor makes four attacks with its claws.
Claws. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Bonus Actions
Warp Shroud (2/day). The lictor uses psychic energy to become invisible, as if under the effects of Greater Invisibility.
Comments