Medium Humanoid (Any), Any Alignment
AC 13 Chain Shirt    Initiative +0 (10)
HP 15 (3d8 + 2)
Speed 30 ft.
Mod Save
STR 13 +1 +1
DEX 10 +0 +0
CON 12 +1 +1
Mod Save
INT 10 +0 +0
WIS 14 +2 +4
CHA 11 +0 +2
Gear Mace, Light Crossbow
Senses Passive Perception 12
Languages --
CR 1/2 (XP 100; PB +2)
Traits

Spellcasting. The abbot is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The abbot has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (2 slots): cure wounds, guiding bolt, sanctuary

 Medicine +4,

Religion +2

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) 1d6+1 bludgeoning damage.

Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) 1d8 piercing damage.

Turn Undead (1/Long). As an action, the abbot may present its holy symbol and speak a prayer censuring the undead. Each undead that can see or hear the abbot within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from the abbot as it can, and it can’t willingly move to a space within 30 feet of the abbot. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

clen77

Comments

Posts Quoted:
Reply
Clear All Quotes