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Steel Crane

Medium humanoid (human), Lawful Evil

Armor Class 17 (Unarmored Defense)

Hit Points 76 (9d8 + 36)

Speed 40 ft.

STR 13 (+1)
DEX 18 (+4)
CON 18 (+4)
INT 13 (+1)
WIS 17 (+3)
CHA 14 (+2)

Saving Throws DEX +7, INT +4

Skills Acrobatics +7, Deception +5, Perception +6, Stealth +7

Damage Resistances poison, psychic

Senses passive Perception 16

Languages Common

Challenge 8

Unarmored Defense. While Steel Crane is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.

Actions

Multiattack. Steel Crane makes three attacks.

Force Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the start of Steel Crane's next turn.

Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage or, if the target is a creature, Steel Crane can grapple the target instead (escape DC 15). Steel Crane can't make attacks with the whip while using it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required).

Heal Self (Recharges after a Long Rest). Steel Crane regains 2d8 + 4 hit points, and all levels of exhaustion end on him.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, Steel Crane deflects the missile. The damage he takes from the attack is reduced by 1d10 + 10. If the damage is reduced to 0, Steel Crane catches the missile if it's small enough to hold in one hand and Steel Crane has a hand free.

Slow Descent (3/Day). When Steel Crane falls, he can slow his descent, taking no damage from the fall.

Source

CM, p. 164