Small Aberration, Lawful Good
Armor Class 12 natural armour
Hit Points 25 (40d4)
Speed
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
5 (-3)
WIS
10 (+0)
CHA
17 (+3)
Saving Throws WIS +2
Senses Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Just a lil guy. creatures who are not evil aligned have disadvantage on attacks made against bartholemew.

 

 

Actions

chaotic ray. bartholemew fires out a strange ray of chaotic energy out of his eye. roll a 1d6 for what effect the eye ray has. 

   

 

 
   
   

 

Bonus Actions

help. bartholew can give the help action to someone as a bonus action.

 

Reactions

Spell reflection. when bartholemew is targeted by a spell he will reflect it away from him at 1 random creature within 30ft is hit by the effects of that spell instead.

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

1.  The target creature has their relationship with gravity reversed and begins plummeting upwards. The creature can make a DC 16 Dexterity saving throw to grab onto a fixed object it can reach, avoiding the fall on a success. Fall damage is calculated normally. concentration

2. The target creature perceives their surroundings as if they were viewing them upside down. The target player's rolls now treat lower numbers as desirable and high numbers as undesirable. For the purposes of attacks made against the Observer, a roll of 3 or lower is treated as successful, a natural 1 is treated as a critical success, and a natural 20 is treated as a critical failure. Modifiers that are usually added to the player's rolls are subtracted instea

3. The target character witnesses the passage of time ebbing and flowing in uneven bursts, speeding up and slowing down. The target player must reroll initiative at the end of each of their turns. 

4. The target creature becomes aware of the flex and release of every muscle they use in sequence. Any roll the target player would have made with a d20 must instead be made with 5d4.
concentration 

5. The target creature feels an invisible force lock around their throat and lift them off the ground. The creature takes 7 (2d6) bludgeoning damage and is grappled and choking. The creature may use their reaction to break the grapple (DC 16), and may repeat the attempt at the end of each of their turns. If the creature is still grappled at the beginning of its turn it takes an additional 2d6 bludgeoning damage. A creature that is choking drops to 0 hit points and falls unconscious after a number of rounds equal to its Constitution modifier. concentration

6. The beam strikes a part of the surrounding environment, animating it and imbuing it with hostility towards the Observer's enemies. This creature uses the Animated Boulder statblock below. 

   

 

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.

Previous Versions

Name Date Modified Views Adds Version Actions
6/27/2026 7:57:42 PM
11
2
--
Coming Soon
Felony_

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