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Casper

Casper

Large beast, unaligned

Some heroes are born to conquer. Others are born to protect. When darkness threatens those he loves, Casper stands his ground.

Armor Class 15 (natural armor)
Hit Points 114 (12d10+48)
Speed 40 ft.
STR
18
(+4)
DEX
14
(+2)
CON
18
(+4)
INT
3
(-4)
WIS
16
(+3)
CHA
12
(+1)
Saving Throws Str +7, Con +7, Wis +6
Skills Athletics +7, Perception +9, Survival +6
Senses passive Perception 19
Languages Common
Challenge 5 (1,800 XP)

Keen Senses. Casper has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Guardian's Bond. Casper's protected creatures are his flock, shepherd, and companions he accepts (at the DM's discretion) He recognizes familiar sounds and scents without supernatural detection.

Defender of the Helpless. Casper has advantage on attack rolls against a creature he can see that has damaged one of his protected creatures since the end of Casper's previous turn.

Protector's Resolve (1/Day). When Casper is reduced to 0 hit points but not killed outright, he drops to 1 hit point instead.

Actions

Multiattack. Casper makes two bite attacks

Bite. Melee Attack Roll: +7, reach 5ft. Hit: 13(2d8+4) piercing damage. If the target is a large or smaller creature, it must succeed on a DC 15 Strength saving throw or have the Prone condition.

Defiant Bark (Recharge 5-6). Wisdom Saving Throw: DC15, each enemy Casper chooses within a 15-foot Emanation that can hear him. Failure: The target has the Frightened condition until the end of its next turn. Success: No effect.

Intercepting Charge. As a Bonus Action Casper moves up to half his speed toward a hostile creature he can see within 30ft of a protected creature he can see. He must end closer to that enemy, in an unoccupied space. This movement doesn't provoke Opportunity Attacks.

Against the Pack (1/Day). If at least three hostile creatures Casper can see are within 15ft of him, he can activate this ability for 1 minute as a bonus action. Ends early if Casper becomes incapacitated. Casper gains 15 temporary hit points. His speed increases by 10f. Once on each of his turns one bite attack deals an extra 7 (2d6) Piercing damage. Casper has Advantage on saving throws against being Frightened.

Reactions

Stand Behind Me. When another protected creature within 5ft of Casper would take damage from an attack made by a creature he can see, Casper reduces the damage to that creature by 11 (2d6 +4). Casper takes Force damage equal to the damage prevented. This damage ignores his resistances and immunities. Casper can't use this reaction while incapacitated.