AC
14
(natural armor)
Initiative
+2 (12)
HP
17
(5d6)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 5 | −3 | −3 |
| CHA | 1 | −5 | −5 |
Immunities
Poison, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses
Blindsight 60 ft. (blind beyond this radius); Passive Perception 7
Languages
None
CR
1/4 (XP 50; PB +2)
Traits
False Object. While the chair remains motionless, it is indistinguishable from a normal chair.
Pack Tactics. The chair has Advantage on an attack roll against a creature if at least one of the chair’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Actions
Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Reactions
Pratfall. If a creature attempts to sit on the chair while it has the False Object state, the chair can move out from under them, giving the creature the prone condition. Afterwards, the chair no longer has the False Object state.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/31/2025 9:44:45 PM
|
6
|
0
|
--
|
Coming Soon
|
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