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
Condition Immunities
Blinded, Charmed, Frightened, Paralyzed, Poisoned, Stunned, Unconscious
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
|
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