Small Undead (Goblinoid), Chaotic Neutral
Armor Class 13 cloak, goggles
Hit Points 15 (6d4)
Speed 30 ft., fly 30 ft. hover max 5 ft above ground
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws WIS +5, CHA +5
Skills Intimidation +20
Damage Vulnerabilities Bludgeoning, Radiant
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned, Unconscious
Senses Darkvision, Passive Perception 14
Languages Goblin, Primordial fire, water, air, and earth, spellpunks only know their respective subtype of primordial
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Magically bound. the spellpunk upon death will implode into a color-coded explosion that matches their cloak, afterwards, their bones, cloak, and everything they were wearing vanishes except for their pair of goggles. [Trait]

Fear Aura. Any creature hostile to this spell punk that starts its turn within 20 feet of the spell punk must make a DC 16 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Spellpunk's Fear Aura for the next 24 hours.

Actions

 Spellcasting. The spell punk casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):

At will: chill touch, sapping sting, toll the dead

1/day each: summon undead, animate dead, wither and bloomcause fear

Bonus Actions

 Comand undead. you may force a group of undead to attack a target within sight [Command bonus action]

Description

Spell punks are perpetrators of Spell-co’s will. They act as the corporation's arms, ears, eyes, and legs. 

As for physical description: all spell punks are small cloaked skeletons with goggles over their eyes. the color of their cloak, goggles, and often bones dictate what element they reflect.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

Smalbam64

Comments

Posts Quoted:
Reply
Clear All Quotes