~ Slate
Medium,
Hit Points 139 (12d12 + 55)
Speed 30 ft.
STR
11 (+0)DEX
12 (+1)CON
10 (+0)INT
8 (-1)WIS
10 (+0)CHA
14 (+2)Skills Athletics +4
Damage Immunities cold, fire
Damage Resistance piercing
Condition Immunities charmed, grappled
Senses blindsight 60 ft
Languages common, infernal
Challenge Rating 5 (300 xp)
Innate Spellcasting. ~ Slate's innate spellcasting ability is Charisma (spell save DC12). They can innately cast the following spells, requiring no material components.
At will: alter self, detect magic, fear, ice storm, invisibility1/day each: divine word, symbol (pain only)
Magic Resistance. ~ Slate has advantage on saving throws against spells and other magical effects.
Magic Weapons. ~ Slate's weapon attacks are magical.
Regeneration. ~ Slate regains 5 hit points at the start of its turn.
Actions
Multiattack. two attacks: one with its claws and one with its stinger.Claws. Melee Weapon Attack: +1 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 4) slashing damage.
Stinger. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage.
Teleport. ~ Slate magically teleports, along with any equipment they are wearing and carrying, up to 120 feet to an unoccupied space they can see.
Legendary Actions
~ Slate can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. ~ Slate regains spent legendary actions at the start of their turn.
Scary Face. ~ Slate targets one creature they can see within 60 feet of them. If the target can see ~ Slate, the target must succeed on a DC 13 Wisdom saving throw or become frightened of ~ Slate until the end of its next turn.