Durheim Guide

The Griffon's Saddlebag: Book Two p. 353 (Third Party)

Size
Medium
Type
humanoid (any)
Alignment
lawful good
AC
16
Hit Points
78 (12d8+24)
Speed
walk 50 ft.
Saving Throws
Str +3, Dex +5
Skills
Acrobatics +5, Insight +5, Investigation +2
Immunities
poison
Condition Immunities
poisoned
Passive Perception
13
Languages
Common plus two other languages
Challenge
4
Lineage
Durheim
STR
12
+1
DEX
16
+3
CON
14
+2
INT
11
+0
WIS
17
+3
CHA
13
+1

Traits

Proficiency Bonus

+2

Ethereal Sight

The guide can see up to 60 feet into the Ethereal Plane.

Evasion

If the guide is subjected to an effect that allows. it to make a Dexterity saving throw to take only half damage, the guide instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Spirit Hand

The guide can cast mage hand at will requiring no verbal or somatic components. The initiate can cast this spell and control the hand as a bonus action, and when the initiate casts the spell, it can make the hand invisible.

Stunning Strike

When the guide hits a creature with a melee attack, it can force the target to make a DC 13 Constitution saving throw. On a failed save, the target is stunned until the end of the guide's next turn.

recharge

1/TURN

Supernatural Attacks

The guide's weapon attacks are magical, and its Spirit Strike can hit targets on the Ethereal Plane.

Unarmored Defense

While the guide is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack

The guide makes three attacks.

Spirit Strike

Melee Spell Attack: +5 to hit, reach 30 ft., one target. Hit: 6 (1d6+3) force damage.

Unarmed Strike

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Reactions

Deflect Missile

In response to being hit by a ranged weapon attack, the guide deflects the missile. The damage it takes from the attack is reduced by 18 (1d10+13). If the damage is reduced to 0, the guide catches the missile if it's small enough to hold in one hand and the guide has a hand free. It can then make a ranged weapon attack with the caught missile, which has an attack bonus of +5, a normal range of 20 feet, and a long range of 60 feet. On a hit, the target takes 6 (1d6+3) damage of the missile's type.

Other data

description

When Durheim monks have honed their soul to the point where the Walking the Liminal Path is the next stage of their destiny, they begin their journey as Guides. Along the Path, they travel across the land and dutifully seek out struggling spirits. When they feel the time is right, they return to record their experiences. As the main body of the Monastery's membership, Guides are often someone's first introduction to the Order.