THE SHARED REFERENCE Adventurer

Monster

Animated Staff

Outside your table’s allowed sources

Official reference · WDMM · 2014

Creature type
Construct
Size
Medium
Armor class
17 (natural armor)
Hit points
40
Speed
Fly 30 ft. (hover)
Alignment
Neutral Evil
Strength
12
Dexterity
12
Constitution
10
Intelligence
18
Wisdom
14
Charisma
10
Passive Perception
12
Senses
blindsight 60 ft. (blind beyond this radius)
Languages
Common
Resistances
cold
Immunities
poison

Traits

Charm

A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any creature that successfully grapples the staff must succeed on a DC 12 Charisma saving throw or be charmed by the staff until the staff is no longer in its grasp. While the creature is charmed, the staff can issue commands to it, which the creature does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that successfully resists the staff's control can't be charmed by it for 24 hours.

A creature holding the staff that isn't charmed by it can use an action to attempt to break the staff over a knee or against a solid surface, doing so with a successful DC 17 Strength (Athletics) check. Breaking the staff in this manner destroys it.

Actions

Staff of Frost

The staff has 10 charges. It can expend 1 or more of its charges to cast one of the following spells (save DC 12): cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). It regains 1d6 + 4 expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

Melee Attack

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 1 cold damage.

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