Medium Humanoid, Neutral
Armor Class 5 Natural Armor
Hit Points 23 (4d10 + 3)
Speed 90 ft.
STR
10 (+0)
DEX
20 (+5)
CON
3 (-4)
INT
1 (-5)
WIS
15 (+2)
CHA
5 (-3)
Saving Throws DEX +8
Damage Immunities Bludgeoning, Piercing, Psychic, Slashing
Condition Immunities Restrained
Senses Darkvision Infinite, Tremorsense 50 ft., Passive Perception 10
Languages Common It speaks backwards.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Shy When Enderman someone looks at the Enderman it instantly teleports to them, dealing 1d6 bludgeoning damage.

Water Hatred If the Enderman touches or is hit by water, it’ll teleport to where the DM chooses. Water deals 2d6 damage.

Inaccurate Any ranged attacks done to the Enderman are ineffective even if they hit.

Actions

Ender Pearl The Enderman teleports up to 60 ft. away from it’s original position.

Smash. The Enderman hits someone within a 10 ft radius, dealing 2d10 bludgeoning damage.

Dominate Mind The Enderman stares at someone intently, sending off invisible waves of psychic energy that lowers all rolls by 2 and also deals 3d6 psychic damage.

Description

Resembling a tall, black, skinny humanoid the Enderman stares down its enemies with its purple eyes. Surprisingly, they are extremely shy and will attack anything that looks at them. They use their teleportation ability to teleport themselves at someone or teleport away from something such as water.

Habitat: DesertForestGrasslandHillMountainUrban

JacksonJayGrayson

Comments

Posts Quoted:
Reply
Clear All Quotes