Cackler
AC 15 (natural armor) Hit Points 10 (3d6) Speed 30 ft. STR 9 (-1) DEX 16 (+3) CON 11 (+0) INT 11 (+0) WIS 7 (-2) CHA 12 (+1) Deception +3, Performance +3 Proficiency Bonus +2 Resistance: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Immunities: Poison Senses Darkvision 120 ft., Passive Perception 10 Languages Abyssal, Common Innate Spellcasting. The cackler’s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cackler can innately cast the following spells: At will: Fire bolt 1/day: Tasha’s hideous laughter Last Laugh. On death the Cackler releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage. Mimicry: mimic any sounds it has heard. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Spiked Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage.


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