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The Spot, Minor

Singularity
Medium Humanoid (Human), Neutral Evil

Armor Class 15 (Natural Armor)


Hit Points 90 (12d8 +36)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 16 (+3) 18 (+4) 14 (+2) 12 (+1)

Skills: Investigation +7, Arcana +7


Damage Immunities: Force
Condition Immunities: Charmed, Frightened
Senses: Dark Vision 60 ft. , Passive Perception 12
Languages: Common
Challenge: 5 (1800 XP)

Dimensional Spots. The Spot can open up to three


interdimensional spots on his body during combat.
These spots grant him the following abilities:
Teleportation: As a bonus action, The Spot can
teleport up to 30 feet to an unoccupied space he
can see.
Spot Slam ( Recharge 5-6): The Spot can create
two spots next to a target within 60 feet and
force the target to make a DC 15 Strength saving
throw. On a failure, the target is teleported to the
nearest available spot next to The Spot and takes
3d6 force damage.

Actions
Multiattack. The Spot can make two melee attacks or
use Spot Slam once.
Dimensional Strike. Melee Weapon Attack: +6 to hit,
reach 15 ft., one target. Hit: 10 (1d8 + 3)
bludgeoning damage plus 6 (2d6) force damage.
Spot Trap. The Spot creates a spot on the ground,
wall, or ceiling within 30 feet. The spot is invisible
and requires a DC 15 Intelligence (Investigation)
check to be detected. If a creature steps on the
spot, they must succeed on a DC 15 Dexterity
saving throw or take 4d6 force damage and become
restrained until the end of their next turn.

Reactions:
Dimensional Dodge. When The Spot is targeted by a
melee or ranged attack, he can use his reaction to
create a spot and teleport up to 10 feet away. The Created by Major Illusion
attack misses if The Spot is no longer in the attack's
range. [Patreon, Tiktok, Youtube]

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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