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# Age of Worms Campaign Monster Conversion/Supplement 5E
##### Modules 1-3 from Dungeon Magazine 124-126: The Whispering Cairn, The Three Faces of Evil, Encounter at Blackwall Keep
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___ >## Wind Warrior > >*Medium elemental, unaligned* >___ >- **Armor Class** 17 (half-plate) >- **Hit Points** 36 (6d8 + 6) >- **Speed** 0 ft., fly 90 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| 16 (+3) | 20 (+5) | 12 (+1) | 12 (+1) | 12 (+1) | 8 (−2) | >___ >- **Saving Throws** Dexterity +7 >- **Damage Resistances** lightning, thunder, bludgeoning, piercing and slashing from nonmagical weapons. >- **Damage Immunities** poison >- **Condition Immunities** exhaustion, paralyzed, petrified, poisoned, prone >- **Senses** darkvision 60 ft., passive Perception 11 >- **Languages** Auran >- **Challenge** 3 (700 XP) >___ >***Body Suffusion.*** A wind warrior's spirit keeps its body together. If disarmed, its weapon crumbles to dust. At any time thereafter, the wind warrior may generate a replacement weapon as an action. >___ >### Actions > >***Multiattack.*** A wind warrior makes two scimitar attacks. > >***Scimitar.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6+ 5) slashing damage. > >***Sonic Blast (Recharge 4-6).*** A wind warrior can clang it's scimitars together to produce a 20-foot line sonic blast. All creatures in that line must make a DC 14 Constitution saving throw or take 8 (2d8) thunder damage. On a success the creature takes half damage. ___ \columnbreak
>***Credits:*** > >**Homebrewer/Converter:** [**PulsarCologne**](https://twitter.com/PulsarCologne) > >**Art Credit, Wind Warrior Paizo©:** [**Eva Wildermann**](https://evawidermann.artstation.com/) > >**Art Credit, Black Blade of Bane:** [**Robert Mallinson**](http://www.robertmallinson.com/) > >**Art Credit, Faceless One Paizo©:** [**Steve Prescott**](https://www.instagram.com/thesteveprescott/) > >**Art Credit, Ebon Aspect Paizo©:** [**Joachim Barrum**](http://joachimart.com/) > >**Art Credit, Shukak Paizo©:** [**Eva Wildermann**](https://evawidermann.artstation.com/) > >**Art Credit, Shukak, The Twisted King ;:** [**Timi Honkanen**](https://www.artstation.com/themefinland) > >**Art Credit**, **Bane and Myrkul Symbols**: [**Fan Content Policy**](https://company.wizards.com/fancontentpolicy/) > >[**GMBinder Profile**](https://www.gmbinder.com/profile/PulsarCologne) \pagebreak
___ ___ >## Black Blade of Bane > >*Medium humanoid, lawful evil* >___ >- **Armor Class** 16 (chain mail) >- **Hit Points** 32 (5d8 + 10) >- **Speed** 30ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| 17 (+3) | 12 (+1) | 14 (+2) | 12 (+1) | 13 (+1) | 12 (+1) | >___ >- **Saving Throws** Wis +4 >- **Condition Immunities** frightened >- **Senses** passive Perception 11 >- **Languages** Common, Infernal >- **Challenge** 1 (200 XP) > >___ > >***Tactical Discipline.*** The fist of Bane has advantage on all ability checks and saving throws made during combat. > >***Bane's Boons.*** The Black Blades are granted innate spellcasting by their devotion to the Lord of Darkness and their spellcasting ability is Charisma (spell save DC 12). They can innately cast the following spells requiring no material components: > >At will: *thaumaturgy* > >1/day each: *hellish rebuke, wrathful smite (see below), command* >___ >### Actions > >***Multiattack.*** The Black Blades of Bane make two melee attacks or two ranged attacks. > >***Longsword.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 8 (1d10+3) slashing damage. > >***Longbow.*** *Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 4 (1d8+1) piercing damage. > >***Wrathful Smite (1/day).*** As a bonus action the Black Blade of Bane may imbue it's next weapon attack it hits with to deal an additional 3 (1d6) psychic damage. If the target is a creature it must make a DC 12 Wisdom saving throw or be frightened of the Black Blade of Bane for up to a minute. The creature may use an action to attempt to make the Wisdom saving throw again on it's turns to end the frighten effect. The Black Blade of Bane must maintain concentration on this spell. >___ >### Reactions > >***Hellish Rebuke (1/day).*** When the Black Blade of Bane takes damage from a target it can see within 60 feet it may call upon hellish flames to incinerate the target. The target must make a DC 12 Dexterity saving throw or take 10 (2d10) fire damage. On a save they take half damage. ___ \pagebreak
___ >## Fist of Bane > >*Medium humanoid, lawful evil* >___ >- **Armor Class** 18 (chain mail, shield) >- **Hit Points** 22 (4d8 + 4) >- **Speed** 30ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| 16 (+3) | 11 (+0) | 13 (+1) | 10 (+0) | 12 (+1) | 11 (+0) | >___ >- **Condition Immunities** frightened >- **Senses** passive Perception 11 >- **Languages** Common, racial >- **Challenge** 1/2 (100 XP) > >___ >***Tactical Discipline.*** The fist of Bane has advantage on all ability checks and saving throws made during combat. > >___ >### Actions > >***Mace.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+ 3) bludgeoning damage. > >***Longbow.*** *Ranged Weapon Attack:* +2 to hit, range 150/600 ft., one target. *Hit:* 4 (1d8) piercing damage. ___ \columnbreak
___ ___ >## Theldrick, The Misguided Banite > >*Medium humanoid, lawful evil* >___ >- **Armor Class** 16 (chain mail) >- **Hit Points** 51 (6d8 + 24) >- **Speed** 30ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| 18 (+4) | 11 (+0) | 18 (+4) | 12 (+1) | 15 (+2) | 18 (+4) | >___ >- **Saving Throws** Wis +5 >- **Skills** Intimidation +7, Perception +5 >- **Condition Immunities** frightened >- **Senses** passive Perception 15 >- **Languages** Common, Infernal >- **Challenge** 4 (1,100 XP) > >___ > >***Tactical Discipline.*** Theldrick has advantage on all ability checks and saving throws made during combat. > >***Spellcasting.*** Theldrick is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He has the following spells prepared usually: > >Cantrips (at will): *guidance, sacred flame (2d8), thaumaturgy* > >1st level (4 slots): *bane, bless, cure wounds, guiding bolt* > >2nd level (3 slots): *blindness/deafness, hold person, silence* >___ >### Actions > >***Multiattack.*** Theldrick makes two attacks with his flail. > >***Flail.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage plus 13 (3d8) necrotic damage. > >***Guiding Bolt (1st-Level Spell; Requires a Spell Slot).*** *Ranged Spell Attack:* +7 to hit, range 120 ft., one creature. *Hit:* 14 (4d6) radiant damage, and the next attack roll made against the target before the end of Theldrick's next turn has advantage. If Theldrick casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. > >***Call Banespawn (1/Day).*** Theldrick calls upon an infernal beast to aid him in battle. It resembles bear made of solid shadow with piercing red eyes and purple flame flickering over its body. Use the stats of a **cave bear** (MM 334). This creature acts on Theldrick's turn and acts independently of Theldrick. This creature returns to the lower planes after 8 hours. >___ \pagebreak
##### Pull of the Dead, Word of Rot & Maximilian's Skeletal Grasp These are reskinned spells for a more boney flavor! Located in the spell section!
___ > ## Bone Cultist >*Medium humanoid, neutral evil* > ___ > - **Armor Class** 14 (studded leather (studs are made from bone)) > - **Hit Points** 24 (4d8 + 8) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|12 (+1)|14 (+2)|10 (+0)|15 (+3)|10 (+0)| >___ > - **Skills** Deception +2, Religion +2 > - **Senses** passive Perception 13 > - **Languages** Common > - **Challenge Rating** 1/2 (100 XP) > ___ > ***Dark Devotion.*** The cultist has advantage on saving throws against being charmed or frightened. > > ***Undying Soul (Recharges after a short or long rest).*** If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point. > > ***Spellcasting.*** Bone cultists are 2nd-level spellcasters. Their spellcasting ability is Wisdom (spell save DC 12, +5 to hit with spell attacks). Bone cultists have the following spells prepared: > >Cantrips (at will): *Toll the dead, word of rot** > >1st level (3 slots): *Ray of sickness, false life (pre-casted usually), pull of the dead** > > ### Actions > ***Multiattack.*** The bone cultist makes two melee weapon attacks, one with the cutting edge of it's scythe and one with the blunt side of it. > > ***Scythe.*** *Melee Weapon Attack:* +3 to hit, reach 10 ft., one target. *Hit* 5 (1d8+1) slashing damage or 5 (1d8+1) bludgeoning damage. \columnbreak
___ > ## Bone Fanatic >*Medium humanoid, neutral evil* > ___ > - **Armor Class** 15 (studded leather (studs are made from bone)) > - **Hit Points** 36 (6d8 + 12) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|14 (+2)|10 (+0)|17 (+4)|14 (+2)| >___ > - **Skills** Deception +5, Religion +3, Perception +7 > - **Senses** passive Perception 17 > - **Languages** Common > - **Challenge Rating** 1 (200 XP) > ___ > ***Dark Devotion.*** The cultist has advantage on saving throws against being charmed or frightened. > > ***Undying Soul (Recharges after a short or long rest).*** If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point. > > ***Spellcasting.*** Bone fanatics are 4th-level spellcasters. Their spellcasting ability is Wisdom (spell save DC 14, +7 to hit with spell attacks). Bone fanatics have the following spells prepared: > >Cantrips (at will): *Toll the dead, word of rot** > >1st level (4 slots): *Ray of sickness, false life (pre-casted usually), pull of the dead**, *bane* > >2nd level (3 slots): *Ray of enfeeblement, spiritual weapon (scythe), Maximilian's skeletal grasp** > > ### Actions > ***Multiattack.*** The bone fanatic makes two melee weapon attacks, one with the cutting edge of it's scythe one with the blunt side of it. > > ***Scythe.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit* 6 (1d8+2) slashing damage or 6 (1d8+2) bludgeoning damage. \pagebreak
___ ___ > ## The Faceless One >*Medium human, lawful evil* > ___ > - **Armor Class** 12 (15 with *mage armor*) > - **Hit Points** 49 (7d8 + 21) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|16 (+3)|20 (+5)|14 (+2)|14 (+2)| >___ > - **Saving Throws** Intelligence +8, Wisdom +5 > - **Skills** Arcana +8, Religion +8, Acrobatics +5 > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Common, Abyssal, Draconic, Giant, Infernal > - **Challenge Rating** 5 (1,800 XP) > ___ > > ***Benign Transportation (Recharges after The Faceless One Casts a Conjuration Spell of 1st Level or Higher).*** As a bonus action, The Faceless One teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. > > ***Dark Devotion.*** The Faceless One has advantage on saving throws against being charmed or frightened. > > ***Undying Soul (Recharges after a short or long rest).*** If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point. > > ***Spellcasting.*** The Faceless One is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Faceless One has the following spells prepared: > >Cantrips (at will): *acid splash, mage hand, ray of frost, prestidigitation* > >1st level (4 slots): *mage armor, false life, magic missile* > >2nd level (3 slots): *web, Melf's acid arrow* > >3rd level (3 slots): *conjure animals (monstrous centipede), vampiric touch, stinking cloud*, *lightning bolt* > >4th level (2 slot): *stoneskin* > > ### Actions > > ***Dagger*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit* 4 (1d4+2) piercing damage. ___ > ## Monstrous Centipede >*Huge beast, neutral* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 51 (6d12+12) > - **Speed** 30ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|14 (+2)|14 (+2)|1 (-5)|7 (-2)|3 (-4)| >___ > - **Senses** blindsight 30 ft., passive Perception 8 > - **Languages** --- > - **Challenge** 2 (450 XP) > ___ > ### Actions > ***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit*: 9 (2d6+3) piercing damage and the target must succeed on a DC 12 Constitution saving throw or take 12 (4d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. \pagebreak
___ > ## The Ebon Aspect >*Large fiend, neutral evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 73 (9d10+28) > - **Speed** 40ft., climb 20ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|16 (+3)|12 (+1)|16 (+3)|20 (+5)| >___ > - **Saving Throws** Constitution +6, Dexterity +4, Wisdom +6 > - **Skills** Athletics +10, Perception +6, Religion +4, Insight +6 > - **Damage Resistances** acid, cold, fire, bludgeoning, piercing and slashing from nonmagical weapons > - **Damage Immunities** poison, necrotic > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft. passive Perception 16 > - **Languages** Abyssal, Common, Infernal > - **Challenge Rating** 7 (2,900 XP) > ___ > >***Standard of Bane.*** The Ebon Aspect can call upon Bane to aid it in battle. It can cast *spiritual weapon* at fourth level (+8 to hit, 13 (2d8+5) (Charisma based spellcasting)) at will. This weapon takes the form of a morningstar. > >***Blessing of Myrkul.*** The Ebon Aspect heals necrotic damage taken instead of taking damage from necrotic sources. > >***Bloodthirst of Bhaal (Recharges after Long Rest)*** When the Ebon Aspect starts its turn with lower than half health it may tap into the primal bloodlust of Bhaal himself. Until the start of the Ebon Aspect's next turn it gains the following benefits: >
The Ebon Aspect has an additional +2 to hit and damage with melee weapon attacks.
>
All damage the Ebon Aspect receives is reduced by 10.
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Upon activation of Bloodthirst of Bhaal the Ebon Aspect heals itself for 2d10 hit points.
> > ### Actions > ***Multiattack.*** The Ebon Aspect makes four attacks, one with its bite and three with its claws. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit*: 12 (2d8+4) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit*: 8 (2d4+4) slashing damage. ___ \pagebreak
___ >## Shukak > >*Medium lizardfolk, neutral evil* >___ >- **Armor Class** 16 (natural armor) >- **Hit Points** 78 (12d8 + 24) >- **Speed** 30 ft., swim 30 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3) | 12 (+1) | 15 (+2) | 11 (+0) | 13 (+1) | 17 (+3) | >___ >- **Saving Throws** Con +5, Wis +4 >- **Skills** Stealth +7, Perception +4, Survival +7 >- **Senses** passive Perception 14 >- **Languages** Draconic, broken Common >- **Challenge** 4 (1,100 XP) > >___ > >***Ilthane's Boon.*** If Shukak is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he drinks a potion Ilthane prepared for him which causes him to regains 102 hit points and mutates him into **Shukak, The Twisted King**. > >***Hold Breath.*** Shukak can hold his breath for 15 minutes. > >***Skewer.*** Once per turn, when Shukak makes an attack with the Twisted Branch and hits, the target takes an extra 10 (3d6) damage, and Shukak gains temporary hit points equal to the extra damage dealt. > >***Innate Spellcasting.*** Shukak's spell casting ability is Charisma (spell save DC 14). Shukak can innately cast the following spells, requiring no material components. > >2/day each: *ensnaring strike*, *hail of thorns* > >### Actions > >***Multiattack.*** Shukak makes two melee or ranged attacks. > >***Bite*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+3) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) slashing damage. > >***The Twisted Branch.*** *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack. If thrown ***The Twisted Branch*** magically returns to Shukak's hands after each attack. ___ \columnbreak #### The Twisted Branch *Weapon (trident), rare (requires attunement)* ___ This trident is made from a magically warped limb of a duskwood tree, a smoky grey wood as hard as iron. The trident smells of a swamp. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you make a ranged attack using this weapon, it immediately flies back to your hand. This weapon can also be planted into an unworked surface (natural stone, soil, sand etc.) as an action to transform the branch into an immobile 30 ft. tall **awakened tree** (MM 317) under your command. This transformation lasts 10 minutes or until the **awakened tree** is reduced to zero hit points at which it returns to its original form still planted in the ground. This trident's property can't be used again until next dawn. \pagebreak
___ ___ >## Shukak, The Twisted King > >*Large lizardfolk/monstrosity, chaotic evil* >___ >- **Armor Class** 16 (natural armor) >- **Hit Points** 102 (12d8 + 48) >- **Speed** 30 ft., swim 30 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4) | 12 (+1) | 18 (+4) | 11 (+0) | 13 (+1) | 17 (+3) | >___ >- **Saving Throws** Con +7, Wis +4 >- **Skills** Athletics +7, Perception +4, Survival +7 >- **Senses** passive Perception 14 >- **Languages** Draconic, broken Common > - **Challenge** 8 (3,900 XP) > >___ >***Hold Breath.*** Shukak can hold his breath for 15 minutes. > >***Blood Frenzy.*** Shukak has advantage on melee attack rolls against any creature that doesn't have all its hit points. > >***Legendary Resistance (1/Day).*** If Shukak fails a saving throw, he can choose to succeed instead. > >### Actions > >***Multiattack.*** Shukak makes two attacks: one with his claws and one with his bite. > >***Bite*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+4) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage. > >***Rip and Tear (Recharge 5-6).*** Shukak makes a claw attack against each creature of its choice within 10 feet of him. A creature hit by this attack must succeed on a DC 15 Strength saving throw or be knocked prone. When using this attack he may also make a single bite attack as a bonus action. > >***Worm Breath (1/Day).*** Shukak with a look of intense pain exhales a stream of black ichor tinged with Kyuss Worms in a 20-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 36 (8d8) half acid and half necrotic damage. ___ \pagebreak # Reskinned Spells # New Spells #### Maximilian's Skeletal Grasp *1st-level necromancy* ___ - **Casting Time:** 1 action - **Reskinned Spell:** *Maximilian's Earthen Grasp* - **Range:** 30 feet - **Components:** V, S, M (a skeletal finger) - **Duration:** Concentration, up to 1 minute You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from bone rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. #### Pull of the Dead *1st-level necromancy* ___ - **Casting Time:** 1 bonus action - **Reskinned Spell:** *Ensnaring Strike* - **Range:** Self - **Components:** V, M (a pinch of dirt from a grave) - **Duration:** Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, a cluster of skeletal hands erupt from the ground at the creatures feet, and the target must succeed on a Strength saving throw or be restrained by the skeletal hands until the spell ends. A Large or larger creature has advantage on this saving throw and flying or hovering creatures are unaffected by it if in the air. If the target succeeds on the save, the hands shatter. While restrained by this spell, the target takes 1d6 necrotic damage at the start of each of its turns. A creature restrained by the hands or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. ***At Higher Levels.*** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot above 1st.
#### Word of Rot *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Reskinned Spell:** *Word of Radiance* - **Range:** 5 feet - **Components:** V, M (a holy symbol) - **Duration:** Instantaneous You utter a divine word, and a sickening aura seeps out from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 necrotic damage. The spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). \pagebreak # Extra Stat Blocks (Different CRs) ___ ___ >## Theldrick, The Misguided Banite > >*Medium humanoid, lawful evil* >___ >- **Armor Class** 16 (chain mail) >- **Hit Points** 51 (6d8 + 24) >- **Speed** 30ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| 18 (+4) | 11 (+0) | 18 (+4) | 12 (+1) | 15 (+2) | 18 (+4) | >___ >- **Saving Throws** Wis +5 >- **Skills** Intimidation +7, Perception +5 >- **Condition Immunities** frightened >- **Senses** passive Perception 15 >- **Languages** Common, Infernal >- **Challenge** 5 (1,800 XP) > >___ > >***Tactical Discipline.*** Theldrick has advantage on all ability checks and saving throws made during combat. > >***Spellcasting.*** Theldrick is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He has the following spells prepared usually: > >Cantrips (at will): *guidance, sacred flame (2d8), thaumaturgy* > >1st level (4 slots): *bane, bless, cure wounds, guiding bolt* > >2nd level (3 slots): *blindness/deafness, hold person, silence* > >3rd level (2 slots): *sending, spirit guardians* >___ >### Actions > >***Multiattack.*** Theldrick makes two attacks with his flail. > >***Flail.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage plus 13 (3d8) necrotic damage. > >***Guiding Bolt (1st-Level Spell; Requires a Spell Slot).*** *Ranged Spell Attack:* +7 to hit, range 120 ft., one creature. *Hit:* 14 (4d6) radiant damage, and the next attack roll made against the target before the end of Theldrick's next turn has advantage. If Theldrick casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. > >***Call Banespawn (1/Day).*** Theldrick calls upon an infernal beast to aid him in battle. It resembles bear made of solid shadow with piercing red eyes and purple flame flickering over its body. Use the stats of a **cave bear** (MM 334). This creature acts on Theldrick's turn and acts independently of Theldrick. This creature returns to the lower planes after 8 hours. >___