Page 217 - Tomb of Annihilation
P. 217

Tiny elemental, neutral
                                                             Armor Class 15
          c::==:.::::::===~=====:::;:============:::::!:=::::==:=;i. ..-.- Hit Points 5 (2d4)   ......   ,.
           CHAMPION                                      -.. Speed 20 ft., climb 20 ft., swim 20 ft.
           Medium humanoid (any race), any alignment           STR     DEX    CON     INT    WIS
                                           .·                  1 (- 5)   20 (+5)   10 (+O)   14 (+2)   CHA
           Armor Class 18 (plate)                                                           16 (+3)   16 (+3)
           Hit Points 143 (22d8 + 44)
           Speed 30 ft.                                      Skills Acrobatics +7, Perception +7, Stealth +7
                                                             Senses blindsight 60 ft., passive Perception 17
                                                             Languages -
             STR     DEX    CON     INT    WIS    CHA
            20 (+5)   15 (+2)   14 (+2)   10 (+O )   14 (+2)   12 {+  1)   Challenie 0 (0 XP)             •
           Saving Throws Str +9, Con +6                      Evasion. When the chwinga is subjected to an effect that allows
           Skills Athletics +9. Intimidation +5, Perception +6   it to make a Dexterity saving throw to take only half  damage, it
           Senses passive Perception 16                      instead takes no damage if it succeeds on the saving throw, and
           Languages any one language (usually Common)       only half  damage if  it fails.
           Challenge 9 (5,000 XP)
                                                             Innate Spellcasting. The chwinga's innate spellcasting ability is
           Indomitable (2/Day). The champion rerolls a failed   Wisdom. It can innately cast the following spells, requiring no
           saving throw.                                     material or verbal components:
           Second Wind (Recharges after a Short or Long Rest). As a bo-  At will: druldcraft, guidance, pass without trace, resistance
           nus action, the champion can regain 20 hit points.
                                                             ACTIONS
           ACTIONS                                           Magical Cift (1/Day). The chwinga targets a humanoid it can
           Multiattack. The champion makes three attacks with its greats-  see within S feet of  it. The target gains a supernatural charm of
           word or its shortbow.                             the OM's choice. See chapter 7 of the Dungeon Master's Guide
                                                             for more information on supernatural charms.
           Creatsword. Melee Weapon Attack: +9 to hit,  reach 5 ft., one
           target. Hit: 12 (2d6 + 5)  slashing damage, plus 7 (2d6) slash-  Natural Shelter. The chwinga magically takes shelter inside
           ing damage if the champion has more than half  of  its total hit   a rock, a living plant, or a natural source of  fresh water in its
           points remaining.                                 space. The chwinga can't be targeted by any attack, spell, or
                                                             other effect while Inside this shelter, and the shelter doesn't
           Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320   impair the chwinga's blindsight. The chwinga can use its action
           ft., one target. Hit: 5 (ld6 + 2) piercing damage, plus 7 (2d6)   to emerge from a shelter. If its shelter is destroyed, the chwinga
           piercing damage if  the champion has more than halfits total hit   is forced out and appears in the shelter's space, btJt is other-
           points remaining.                                 wise unharmed.



           APPENDIX  DI  ~iONSTERS  AND  Nl'CS
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