Medium Undead, Typically Chaotic Neutral
Armor Class 20 Natural
Hit Points 1 (1d10)
Speed 60 ft.
STR
6 (-2)
DEX
14 (+2)
CON
13 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone
Senses Passive Perception 1
Languages Common Can only comprehend not speak, Draconic Can only comprehend not speak, Sylvan Can only comprehend not speak Cannot speak languages only make verbal noises. Can comprehend Common, Sylvan, Draconic.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Amorphous. The Caretaker can move through a space as narrow as 1 inch without expending extra movement to do so.

Sunlight Weakness. While in sunlight, the Caretaker has Disadvantage on D20 Tests.

HP. Half of the maximum hp of its summoner.

PB. Caretakers PB equals its summoner´s.

Actions

Multiattack. The Caretaker makes a number of “Defensive claws” attacks equal to half the summoner’s Proficiency Bonus (rounded up).

Defensive claws. Melee Attack Roll: Automatic hit, reach 5 ft., Hit: 7 (1d8 + 3) Slashing damage + 5 (1d8 + 1) Necrotic damage.

Caretakers false embrace. As an action Caretaker can target one creature within 150 feet. It can target Large or smaller creatures. Whenever the Caretaker targets a creature, the creature must make a DC 20 Dexterity saving throw. On a successful save, the creature takes no damage.

On a failed save, the Caretaker traps the creature inside a hard shadow shell, and the creature takes 18 (4d8) necrotic damage each turn and is falsely embraced. The falsely embraced creature can’t breathe, is restrained, and takes 27 (6d8) necrotic damage at the start of the Caretaker's turn.

A falsely embraced creature can try to escape by taking an action to make a DC 20 Strength check. On a success, the creature escapes and is no longer trapped.

A creature within 5 feet of the shadow shell can take an action to break a creature out of the shell. Doing so requires a successful DC 20 Strength check, and the creature making the attempt takes 9 (2d8) necrotic damage.

Bonus Actions

Shadow Stealth. While in Dim Light or Darkness, the Caretaker can take the Hide action.

Reactions

Caretakers embrace. As a reaction to being summoned the Caretaker puts the summoner into a hard shell made of shadow. While being inside this shell the summoner cannot move or take any type of action. Summoner cannot be damaged while inside the shell. The shell contains a type of liquid with healing properties that each round (if in combat otherwise each 6th second) can restore 1d6 HP if the summoner succeeds a constitution saving throw. Healing stops when the shell is destroyed.

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.

Description

The Caretaker serves as a protecter for Sage when they are in a vulnerable state. It sees almost everyone as a threat.

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.

Monster Tags: undead

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