DUMB DECISION TTRPG · Library

Strixhaven Campus Guide

Small construct, Lawful Good

Armor Class 17 (natural armor)

Hit Points 31 (7d6 + 7)

Speed 30 ft.

STR 15 (+2)
DEX 14 (+2)
CON 13 (+1)
INT 10 (+0)
WIS 12 (+1)
CHA 12 (+1)

Saving Throws DEX +4

Skills Insight +3, Persuasion +3

Damage Immunities poison

Condition Immunities blinded, deafened, exhaustion, paralyzed, petrified, poisoned

Senses blindsight 60 ft., passive Perception 11

Languages Common plus any three languages

Challenge 1

Campus Knowledge. While at Strixhaven, the guide can't become lost by magical or nonmagical means. The guide also has advantage on ability checks made to locate creatures or objects at Strixhaven.

Univocal Speech. When the guide speaks, any creature that knows at least one language and can hear the guide understands what it says.

Unusual Nature. The guide doesn't require air, food, drink, or sleep.

Actions

Multiattack. The guide makes two Slam attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Smile and Wave. Each creature of the guide's choice that is within 30 feet of the guide must succeed on a DC 11 Wisdom saving throw or be magically charmed by the guide for 1 hour. A charmed target must move on its turn toward the guide, trying to get within 5 feet of the guide. The target doesn't move into obviously dangerous ground, such as a fire or a pit. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. A target that successfully saves is immune to any guide's Smile and Wave ability for the next 24 hours.

Bonus Actions

Need Directions. The guide takes the Help action.

Source

SCC, p. 217