Weirding Scroll
- Size
- Tiny
- Type
- Construct
- Challenge Rating
- 1/2
- Source
- Creature Codex
- Alignment
- Unaligned
- Armor Class
- 10
- Speeds
- 0, fly 10
- Walking Speed
- 0
- Flying Speed
- 10
- Strength Score
- 1
- Dexterity Score
- 10
- Constitution Score
- 15
- Intelligence Score
- 16
- Wisdom Score
- 10
- Charisma Score
- 8
- Saving Throws
- Wisdom
- Skill Proficiencies
- Deception
- Vision
- Blindsight (60ft)
- Languages Ref
- all, telepathy 120 ft.
- Hit Points
- 27
- Condition Immunities
- Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
- Resistances
- Vulnerable to Fire Damage, Resistant to Cold Damage, Resistant to Non-Magical Damage, Immune to Poison Damage, Immune to Psychic Damage
- Languages
- All, Telepathy (120ft)
Tiny construct, unaligned
Armor Class 10
Hit Points 27 (6d4+12)
Speed 0 ft., fly 10 ft.
- STR
- 1 (−5)
- DEX
- 10 (+0)
- CON
- 15 (+2)
- INT
- 16 (+3)
- WIS
- 10 (+0)
- CHA
- 8 (−1)
Saving Throws Wis +2
Skills Deception +5
Damage Vulnerabilities fire
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive perception 10
Languages all, telepathy 120 ft.
Challenge 1/2 (100 XP)
Antimagic Susceptibility. The weirding scroll is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the weirding scroll must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the weirding scroll remains motionless, it is indistinguishable from a normal scroll.
Actions
Dominate. A weirding scroll beguiles one humanoid that it can see within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or be charmed for 1 hour. The charmed creature obeys the telepathic commands of the weirding scroll to the best of its ability. This action works like the dominate person spell, except the weirding scroll doesn't need to concentrate to maintain the domination, and it can't take total and precise control of the target. The weirding scroll can have only one humanoid under its control at one time. If it dominates another, the effect on the previous target ends.
Tendril of Light. Melee Spell Attack: +5 to hit, reach 10 ft., one target. Hit: 3 (1d6) psychic damage plus 3 (1d6) radiant damage.
Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.