{"name":"Grend Kriedel","challenge_rating":"3","xp":"700","types":"Humanoid (Caliban)","pb":"+2","size":"Medium","sizer":"NONE","languages":"Common, Elven, Sylvan","alignment":"Neutral","description":"","suggested_environments":"","armor_class":"12 (Unarmored Defense)","hit_points":"50 (9d8 + 9) [roll:9d8+9]","strength":"16","dexterity":"12","constitution":"13","intelligence":"10","wisdom":"12","charisma":"8","base_movement_units":"","base_movement_in_ft":"30","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"Darkvision 60', Passive Perception 13","skills":"Athletics +7, Intimidation +1, Perception +3, Survival +3","saving_throws":"Strength +5, Constitution +3","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[p][b][i]Danger Sense[\/i][\/b]. Grend has advantage on Dexterity saving throws against effects that he can see, such as traps & spells. He can use this trait only if he isn't blinded, deafened, or incapacitated. [\/p]\r\n[p][b][i]Relentless Endurance (1\/Day)[\/i][\/b]. If Grend is reduced to 0 HP but not killed outright, he can drop to 1 HP instead. [\/p]","actions":"[p][b][i]Silvered Maul[\/i][\/b]. [i]Melee Weapon Attack[\/i]: +5 to hit, reach 5', one target. [i]Hit[\/i]: 10 (2d6 + 3) bludgeoning damage. On a critical hit, the attack does 13 (3d6 + 3) bludgeoning damage in addition to critical damage. [\/p]\r\n[p][b][i]Handaxe[\/i][\/b]. [i]Melee or Thrown Weapon Attack[\/i]: +5 to hit, reach 5' or range 20'\/60', one target. [i]Hit[\/i]: 6 (1d6 + 3) slashing damage. On a critical hit, the attack does 10 (2d6 + 3) slashing damage in addition to critical damage. [\/p]\r\n[p][b][i]Magic Awareness (2\/Day)[\/i][\/b]. Until the end of his next turn, Grend knows the location of any spell or magic item within 60' of him that isn't behind total cover. When he senses a spell, he learns which school of magic it belongs to. [\/p]","bonus_actions":"[p][b][i]Rage (2\/Day)[\/i][\/b]. Grend becomes enraged, gaining the following benefits: [\/p]\r\n- He has advantage on Strength checks & Strength saving throws.\r\n- He has a +2 bonus to damage on melee weapon attacks.\r\n- He has resistance to bludgeoning, piercing, & slashing damage. \r\n[p]Grend's rage lasts for 1 minute. It ends early if he is knocked unconscious or it his turn ends & he hasn't attacked a hostile creature since his last turn or taken damage since then. He can also end it as a bonus action. [\/p]\r\n[p][b][i]Wild Surge[\/i][\/b]. When Grend enters a Rage, he gains one of the following benefits: [\/p]\r\n- Grend teleports up to 30' to an unoccupied space he can see. Until his rage ends, he can use this effect again on each of his turns as a bonus action.\r\n- An intangible spirit that looks like a pixie appears within 5' of once creature of his choice that he can see within 30' of him. At the end of his current turn, the spirit explodes & each creature within 5' of it must succeed on a DC 11 Dexterity saving throw or take 3 (1d6) force damage. Until his rage ends, he can use this effect again on each of his turns as a bonus action.\r\n- Flowers & vines temporarily grow around him; until his rage ends, the ground within 15' of him is difficult terrain for his enemies.","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"","source":"Homebrew","tags":"grend, kriedel, caliban, npc, non, player, character, humanoid, ","isShared":"on","templateId":"2991","blockId":"1543561","world":"530aafb2-caa4-4d5e-af66-d2ddc6ec6d27","folder":"29176"}