Brave. The Weavekiller has advantage on saving throws against being frightened.
Magic Resistance. The Weavekiller has advantage on saving throws against spells and other magical effects.
Evasion. If the Weavekiller is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Weavekiller instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Multiattack. The Weavekiller makes three attacks with its baton, and can replace one of these attacks with a Disruptive Grenade or Crossbow attack.
Baton. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage.
Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d8+3) piercing damage.
Disruptive Grenade (3/day). The Weavekiller throws a grenade at a point up to 30 feet away. Each creature within a 10-foot radius of that point must make a DC 15 Constitution saving throw. On a failed save, a creature takes 14 (4d6) force damage and has disadvantage on attack rolls until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no other effects.
Mage Slayer. When a creature within 20 feet of the Weavekiller casts a spell, the Weavekiller can use its reaction to move up to half its speed towards the caster and make a melee weapon attack against that creature. If the attack hits, the creature must succeed on a DC 15 Constitution saving throw or lose the spell.
Description
Weavekillers are hirelings that are specialized to combat magic users.
Previous Versions
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7/9/2024 8:30:35 AM
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7/10/2024 8:17:49 AM
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7/10/2024 8:24:34 AM
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7/12/2024 4:26:40 PM
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