Strixhaven Campus Guide

Strixhaven: A Curriculum of Chaos p. 217

Size
Small
Type
construct
Alignment
typically lawful good
AC
17 (natural armor)
Hit Points
31 (7d6+7)
Speed
walk 30 ft.
Saving Throws
Dex +4
Skills
Insight +3, Persuasion +3
Immunities
poison
Condition Immunities
blinded, deafened, exhaustion, paralyzed, petrified, poisoned
Senses
blindsight 60 ft.
Passive Perception
11
Languages
Common plus any three languages
Challenge
1
STR
15
+2
DEX
14
+2
CON
13
+1
INT
10
+0
WIS
12
+1
CHA
12
+1

Traits

Proficiency Bonus

+2

Campus Knowledge

While at Strixhaven, the guide can't become lost by magical or nonmagical means. The guide also has advantage on ability checks made to locate creatures or objects at Strixhaven.

Univocal Speech

When the guide speaks, any creature that knows at least one language and can hear the guide understands what it says.

Unusual Nature

The guide doesn't require air, food, drink, or sleep.

Actions

Multiattack

The guide makes two Slam attacks.

Slam

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Smile and Wave

Each creature of the guide's choice that is within 30 feet of the guide must succeed on a DC 11 Wisdom saving throw or be magically charmed by the guide for 1 hour.

A charmed target must move on its turn toward the guide, trying to get within 5 feet of the guide. The target doesn't move into obviously dangerous ground, such as a fire or a pit. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

A target that successfully saves is immune to any guide's Smile and Wave ability for the next 24 hours.

Need Directions (Bonus Action)

The guide takes the Help action.

Other data

description