Medium Elemental, Any Evil Alignment
Armor Class 12 (Natural Armor)
Hit Points 51 (6d8 + 4)
Speed 15 ft.
STR
15 (+2)
DEX
7 (-2)
CON
19 (+4)
INT
7 (-2)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws CON +6
Skills Stealth +1
Damage Resistances Cold, Piercing, Psychic, Slashing
Damage Immunities Necrotic, Poison
Senses Blindsight 20 ft., Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Clay Form. While lying still, the Clayman is indistinguishable from a pile of clay.

Bleed Level. The Clayman needs 7 bleed levels to trigger the effect.

Actions

Clayman's Harpoon. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 5 (1d6 + 2) Piercing + 0 (1d4 - 2) Force damage. 

Oracle Bubbles. Ranged Magic Attack: DC 12, 20 foot semi-radius, centered on self. All creatures in the area must make a Dex save or take 4 (1d8) Force damage.

Reactions

Dodge Roll. As a reaction to getting targeted by an attack, the Clayman can add 5 to its AC. It also adds +5 to Dex saves, taking none on a success and half on a fail.

Previous Versions

Name Date Modified Views Adds Version Actions
10/19/2024 8:03:35 PM
1
2
1.0
Coming Soon

Habitat: CoastalHillUnderdarkUrban

ThiqqMuffin

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