Speaker To The Darkness

Creature Codex (3pp) p. 96

Tamaño
Pequeño
Tipo
humanoid (derro)
Alineamiento
caótico malvado
CA
16 (scale mail)
Puntos de golpe
135 (18d6+72)
Velocidad
walk 25 ft.
Salvaciones
Dex +6, Cha +7
Habilidades
Perception +2
Vulnerabilidades
radiant
Inmunidad a estados
frightened
Sentidos
darkvision 60 ft.
Percepción pasiva
12
Idiomas
Common, Abyssal, Deep Speech, Undercommon
Desafío
5
FUE
11
+0
DES
16
+3
CON
18
+4
INT
10
+0
SAB
9
−1
CAR
18
+4

Rasgos

Boon of the Bat

A creature struck by one of the speaker to the darkness' attacks must succeed on a DC 15 Wisdom saving throw or be frightened until the start of the speaker's next turn.

Acciones

Multiattack

The speaker to the darkness makes two quarterstaff attacks or two sling attacks.

Quarterstaff

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands, plus 9 (2d8) necrotic damage.

Sling

Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Drawn from Beyond (Recharge 5-6)

The speaker conjures up to 3 ghasts. The ghasts appear in unoccupied spaces within 30 feet of the speaker that the speaker can see. The ghasts follow the speaker's commands, and it is immune to their Stench. It can't have more than 3 ghasts conjured at one time.

recharge

D5

Extinguish Light (1/rest)

The speaker creates a 15-foot-radius sphere of magical darkness on a point it can see within 60 feet.

This darkness works like the darkness spell, except creatures inside it have disadvantage on saving throws and the speaker and its conjured ghasts are unaffected by the darkness.

Otros datos

description