Ghosts of Saltmarsh

(Jeff_L) #1

LIVING IRON STATUE
Medium constrnct, unaligned


Armor Class 16 (natural armor}
Hit Points 102 (12d8 + 48)
Speed 20 ft.


STR
16 (+3)

DEX
14 (+2}

CON

18 (+4)

Damage Vulnerabilities acid

INT

6 (-2)

Damage Immunities lightning, poison

WIS
10 (+O)

CHA
5 (-3}

Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can't
speak
Challenge^5 (l ,800 XP)


Immutable Form. The statue is immune to any spell or effect
that would alter its form.

ACTION S
Multiattack. The statue makes two attacks: one with its blade
and one with its hammer.

Blade. Melee Weapon Attack: +6 to hit, reach^5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.

Hammer. Melee Weapon Attack: +6 to hit, reach^5 ft. , one tar-
get. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is
knocked prone.
Whirl ( Recharge 5-6). The statue can use its action to spin at
the waist, targeting creatures of its choice within^10 feet of it.
Each target must make a DC 13 Dexterity saving throw, taking
19 (3dl0 + 3) bludgeoning damage on a failed save, or half as
much damage on a successful one.

LIZARDFOLK COMMONER
Medium humanoid (lizardfolk), neutral

Armor Class 13 (natural armor}
Hit Points 16 (3d8 + 3)
Speed 30 ft., swim 30 ft.

STR
15 (+2)

DEX
10 (+0)

CON

12 (+1)

INT
7 (-2)

Skills Perception +3, Stealth +2, Survival +3
Senses passive Perception 13
Languages Draconic
Challenge 1/4 (50 XP}

WIS
12 (+1)

CHA
7 (-2)

Hold Breath. The lizardfolk can hold its breath for^15 minutes.

A CT IONS
Bite. Melee Weapon Attack: +4 to hit, reach^5 ft., one target.
Hit: 5 (ld6 + 2) piercing damage.

L I V ING IRON STATUE
This squat, solid-looking statue, currently guarding the
evil cult's treasure in Isle of the Abbey, is made from
pure iron. Its hands are shaped into deadly weapons.

LIZARDFOLK COMMONER
These lizardfolk, found wandering the halls in Danger
at Dunwater. are just as fierce as thei r armed kin, and
can equip themselves with weapons and sh ields i f such
are available.

LIZARDFOLK RENDER
Filled with the primal magic of Semuanya. the lizard-
folk render undergoes terrifying changes duiing a days-
long ritual performed by a shaman. As seen in Danger
at Dunwater, the render's claws grow long and hard as
steel, its frame enlarges, and its temperament becomes
even more ferocious.

LIZARDFOLK RENDER
Large humanoid (lizardfolk), neutral

Armor Class 15 (natural armor)
Hit Points 52 (7dl0 + 14}
Speed 30 ft., swim 30 ft.

STR
16 (+3)

DEX
10 {+0)

CON

14 (+2}

INT
7 (-2}

WIS
12 (+l}

Skills Athletics +5, Perception +3, Survival +S
Senses passive Perception 13
Languages Draconic
Challenge 3 (70 0 XP}

CHA
7 (-2}

Blood Frenzy. The render has advantage on melee attack rolls
against any creature that doesn't have all its hit points.

Hold Breath. The render can hold its breath for^15 minutes.

A CTIONS
Multiattack. The r ender makes two attacks: one with its claws
and one with its bite.
Claws. Melee Weapon Attack: +S to hit, reach 10 ft ., one target.
Hit: 12 (2d8 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (ldlO + 3) piercing damage.

Rend the Field (Recharge 5- 6). The render makes a claw attack
against each creature of its choice within 10 feet of it. A crea-
ture hit by this attack must succeed on a DC^13 Strength saving
throw or be knocked prone.

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