| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +9 |
| WIS | 15 | +2 | +6 |
| CHA | 16 | +3 | +3 |
Magic Resistance. The Shepherd has advantage on saving throws against spells and other magical effects.
The Hum of Flesh. Any creature that starts its turn within 20 feet of the Shepherd must succeed on a DC 15 Charisma saving throw or have disadvantage on attack rolls until the end of its next turn as their body trembles and hums.
Reborn Fortitude (1/Day). When the Shepherd would be reduced to 0 hit points, he instead drops to 1 hit point and regains 30 hit points at the start of his next turn as the Cube’s hum restores his body.
Multiattack. The Shepherd makes two attacks with his Staff of Clay.
Staff of Clay. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage plus 9 (2d8) necrotic damage.
When this attack hits a creature, its skin briefly hardens like wet clay until the start of the Shepherd’s next turn.
Invoke the Cube (Recharge 6). The Shepherd releases the hum of Zote through the Weldok Cube.
Each creature of his choice within 30 feet must make a DC 17 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much on a successful one.
Creatures that fail this save also have their speed halved until the end of their next turn as their flesh stiffens.
Spellcasting. The Shepherd casts one of the following spells, using Wisdom as his spellcasting ability (spell save DC 17):
At Will: Detect Magic, Detect Thoughts, Invisibility, Light, Thaumaturgy
2/Day Each: Hold Person, Mass Healing Word, Blight
1/Day Each: Greater Restoration, Harm, Planar Ally
Misty Step (3/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Protective Magic (3/Day). The Shepherd casts Shield or Counterspell in response to a triggering event, using the same spellcasting ability as Spellcasting.
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