Steel Crane
Candlekeep Mysteries p. 164
- Size
- Medium
- Type
- humanoid (human)
- AC
- 17 (Unarmored Defense)
- Hit Points
- 76 (9d8+36)
- Speed
- walk 40 ft.
- Saving Throws
- Dex +7, Int +4
- Skills
- Acrobatics +7, Deception +5, Perception +6, Stealth +7
- Resistances
- poison, psychic
- Passive Perception
- 16
- Languages
- Common
- Challenge
- 8
Traits
Proficiency Bonus
+3
Unarmored Defense
While Steel Crane is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.
Actions
Force Strike
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the start of Steel Crane's next turn.
Whip
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage or, if the target is a creature, Steel Crane can grapple the target instead (escape DC 15) . Steel Crane can't make attacks with the whip while using it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required).
Heal Self (Recharges after a Long Rest)
Steel Crane regains 2d8 + 4 hit points, and all levels of exhaustion end on him.
recharge
LONG
Reactions
Deflect Missile
In response to being hit by a ranged weapon attack, Steel Crane deflects the missile. The damage he takes from the attack is reduced by 1d10 + 10. If the damage is reduced to 0, Steel Crane catches the missile if it's small enough to hold in one hand and Steel Crane has a hand free.
Slow Descent (3/Day)
When Steel Crane falls, he can slow his descent, taking no damage from the fall.
recharge
3/DAY