Small Construct, Any Alignment
Armor Class 16
Hit Points 25 (5d6 + 4)
Speed 30 ft.
STR
6 (-2)
DEX
14 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
3 (-4)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility The footstool is incapacitated while in the area of an antimagic field. If targeted with Dispel Magic, the footstool must make a Constitution saving throw against the caster's spell DC or fall unconscious for 1 minute.

False Object. If the footstool is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the footstool move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the footstool is animate.

Charge If the footstool moves at least 20ft. in a straight line and makes a ram attack on the same turn, the target takes an additional 5(2d4) bludgeoning. If the target is a creature, it must succeed on a DC 12 Strength saving throw or fall prone.

Elusive. The footstool can move out of a creature's range without provoking opportunity attacks.

Shin Breaker If the footstool deals a critical hit, the target must succeed a DC 12 Constitution saving throw or have its movement speed reduced to 0.

Actions

Footstool Kick. Melee Weapon Attack: +6 to hit, 5ft, one target. Hit: 7(1d8+2) bludgeoning damage.

Kick Back and Relax (Recharge 5-6). The footstool attempts to slide under a creature, spin it around, and throw it. One creature within 5 ft. of the footstool must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 10 (4d4) bludgeoning damage and is launched 10 ft. in any direction, landing prone.

Bonus Actions

Aggressive The footstool can use its bonus action to take the Dash action.

Previous Versions

Name Date Modified Views Adds Version Actions
11/5/2022 5:12:52 PM
4
1
1
Coming Soon
AByte

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