THE SHARED REFERENCE Adventurer

Monster

Splugoth the Returned

Outside your table’s allowed sources

Official reference · AI · 2014

Creature type
Humanoid
Size
Small
Armor class
15 (natural armor)
Hit points
27 (6d6 + 6)
Speed
Walk 30 ft.
Challenge rating
2
Alignment
Neutral Evil
Strength
10
Dexterity
14
Constitution
12
Intelligence
14
Wisdom
11
Charisma
10
Passive Perception
10
Saving Throws
int: +4; wis: +2
Skills
stealth: +6
Senses
darkvision 60 ft.
Languages
Common, Draconic, Elvish, Goblin

Traits

Defensive Advantage

As long as two or more of Splugoth's allies are within 5 feet of him and are not incapacitated, attack rolls against him are made with disadvantage.

Nimble Escape

Splugoth can take the Disengage or Hide action as a bonus action on each of his turns.

Touch of Madness

Splugoth has advantage on saving throws against being charmed or frightened.

Actions

Multiattack

Splugoth makes two attacks with his dagger.

Dagger

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Word From Beyond (1/Day)

Splugoth remembers and repeats aloud a few words from a place he entered while walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next turn.

Reactions

Absorb Attack

When a creature Splugoth can see hits him with a melee weapon attack, the weapon snags on a pocket of residual resurrectional energy and is caught fast. The attack is negated and the weapon cannot be used until the creature succeeds on a DC 12 Strength (Athletics) check as an action to pull it out of Splugoth. Natural weapons can have their attacks negated by this feature, but can then be retracted automatically at the end of the attacking creature's turn.

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