A blue-skinned fiend with the head of an Ibex, the grim shepherd wears a swirling tan robe seared at the edges and carriers a crook fashioned from dusty bones. Its eyes glow a deep yellow and the same color cascades through its rigged horns. Serving the
Thirst Slacker, these fiends herd the undead and lesser fiends indebted to the master of wishes. On top of that, they can force enemies to move as well by exerting skill, strenght, and their sinister magic. Anyone fighter knows that positioning is just as important as skill and to be out of it is to be slain.
Grim Shepherd
Medium fiend, chaotic evil
Armor Class
15 (natural armor)
127 (17d8 + 51)
Speed
40 ft
climb
20 ft
Str 15 Dex 10 Con 16 Int 11 Wis 14 Cha 15
Skills Perception +5, Stealth +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities cold, fire
Sensesdarkvision 60 ft., passive Perception 15
Languages Abyssal, Common, Infernal
Challenge
6 (2,300 XP)
Driving Gaze
Any friendly creature within 60 ft of the fiend with hit dice less than the fiend who can see it may use their bonus action to Dash.
Sure-Footed
TThe fiend has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Charge.
If the fiend moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7(3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Actions
Multiattack.
The fiend makes two melee attacks in any combination, but only one of those may be a gore attack.
Crook.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. In addition, the creature must succeed on a DC 13 Strength save or the fiend may move it 5ft in any direction of the fiend's choosing.
Gore.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) necrotic damage.
Herding Bolt.
Ranged Weapon Attack: +5 to hit, range 90 ft., one target. Hit: 7 (2d8 + 2) psychic damage. In addition, a creature must succeed on a DC 13 Wisdom save or move half its speed in a direction of the fiend's choosing.
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