Medium monstrosity (cleric), Chaotic Evil
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 66 (12d8 + 12) |
| Speed | 30 ft., climb 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 12 (+1) | 11 (+0) | 14 (+2) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Athletics +5, Religion +2, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | Undercommon |
| Challenge | 3 |
The choldrith has advantage on saving throws against being charmed, and magic can't put the choldrith to sleep.
The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.
The choldrith ignores movement restrictions caused by webbing.
Melee or Ranged Attack Roll: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.
Ranged Attack Roll: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
The choldrith casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
At will: guidance, thaumaturgy
1 each/day: bane, hold person
Medium monstrosity, Chaotic Evil
| Armor Class | 15 (studded leather armor) |
|---|---|
| Hit Points | 66 (12d8 + 12) |
| Speed | 30 ft., climb 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 12 (+1) | 11 (+0) | 14 (+2) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Athletics +5, Religion +2, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | Undercommon |
| Challenge | 3 |
The choldrith has advantage on saving throws against being charmed, and magic can't put the choldrith to sleep.
The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.
The choldrith ignores movement restrictions caused by webbing.
Melee or Ranged Attack Roll: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.
Ranged Attack Roll: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared:
Cantrips: guidance, mending, resistance, thaumaturgy
Level 1 (4 slots): bane, healing word, sanctuary, shield of faith
Level 2 (3 slots): hold person, spiritual weapon (dagger)