Pine Kindred, Pine Carl
Medium undead, neutral evil
Armor Class 14 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|
13 (+1) | 12 (+1) | 12 (+1) | 8 (−1) | 9 (−1) | 5 (−3) |
Saving Throws Wis +0
Damage Vulnerabilities Fire
Damage Resistances Lightning; Poison; Bludgeoning and Piercing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Exhausted, Paralyzed
Senses Darkvision 60 ft., Passive Perception 9
Languages understands Druidic, Sylvan but cannot speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Special Traits
Pine Blood. Pine kindred count as both plant and undead for any effect related to type.
Spellcasting. A pine carl is an inept 1st-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 9, +1 to hit with spell attacks) and is only able to cast a single cantrip.
Cantrips (at will):
ray of frost
Some pine kindred know spells from outside the druid's spell list (see
Dark Druidic Mysteries).
Actions
Multiattack. The pine carl makes two claw attacks.
Spear.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands.
Ranged Weapon Attack: +2 to hit, range 20/60 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.
Dart.
Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target.
Hit: 3 (1d4 + 1) piercing damage.
Claw.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) slashing damage.