Animated Staff

Waterdeep: Dungeon of the Mad Mage p. 262

Tamaño
Mediano
Tipo
construct
Alineamiento
neutral malvado
CA
17 (natural armor)
Puntos de golpe
40
Velocidad
walk 0 ft., fly 30 ft.
Resistencias
cold
Inmunidades
poison
Sentidos
blindsight 60 ft. (blind beyond this radius)
Percepción pasiva
12
Idiomas
Common
Linaje
Animated Object
FUE
12
+1
DES
12
+1
CON
10
+0
INT
18
+4
SAB
14
+2
CAR
10
+0

Rasgos

Hit Points

40

Wielder Domination

A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any creature that successfully grapples the staff must succeed on a DC 12 Charisma saving throw or be charmed by the staff until the staff is no longer in its grasp. While the creature is charmed, the staff can issue commands to it, which the creature does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that successfully resists the staff's control can't be charmed by it for 24 hours.

A creature holding the staff that isn't charmed by it can use an action to attempt to break the staff over a knee or against a solid surface, doing so with a successful DC 17 Strength (Athletics) check. Breaking the staff in this manner destroys it.

Acciones

Staff of Frost

The staff has 10 charges. It can expend 1 or more of its charges to cast one of the following spells (save DC 12): cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). It regains 1d6 + 4 expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

Staff

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 1 cold damage.

Otros datos

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