AC
18
Plate mail
Initiative
+0 (10)
HP
60
(7d8 + 21)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 11 | +0 | +0 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 12 | +1 | +3 |
| CHA | 6 | −2 | −2 |
Skills
Athletics +6, Perception +4
Resistances
Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Gear
Crimson Plate, Crimson Blade.
Senses
Passive Perception 11
Languages
Common
CR
3 (XP 700; PB +2)
Traits
Unbreaking March.
The Crimson Guard has advantage on saving throws against effects that would reduce its speed, paralyze, or restrain it.
Bound by Blood.
When reduced to 0 hit points, the Footman explodes into crimson mist. Each creature within 10 feet must succeed on a DC 13 Constitution saving throw or take 2d10 force damage.
Actions
Multiattack.
Makes Two melee attacks.
Crimson Blade.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (1d12+4) slashing damage. 6 (1d6+4) necrotic damage
Piercing Thorns (Recharge 5–6).
Dark, thorny vines burst from the armor. Each creature within 10 feet must make a DC 13 Dexterity saving throw or take 7 (4d6) piercing damage and be pushed 5 feet away.
Comments