Shieldling (5e Creature)

Shieldloth

Small fiend, neutral evil


Armor Class 10
Hit Points 4 (2d6-3)
Speed 25 ft.


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 6 (-2) 8 (-1) 9 (-1) 10 (+0)

Saving Throws str+5,cha+3
Skills perception+2
Damage Immunities acid, cold, fire, lightning, necrotic, poison, radiant, thunder, bludgeoning piercing and slashing, force damage of less than 20
Condition Immunities grappled, paralyzed, petrified, restrained, stunned
Senses passive Perception 12
Languages Abyssal, Infernal, Telepathy 60 feet
Challenge 3 (700 XP)


Innate Spellcasting. The shieldloth's innate spellcasting ability is Charisma (spell save DC 11). The shieldling can innately cast the following spells, requiring no material components:

2/day each: darkness, detect magic

Magic Resistance. The shieldloth has advantage on saving throws against spells and other magical effects.

Magic Shield. The shieldloth's attacks are magical.

Excludes Everything. The shieldloth can't carry any object for more than 1 minute.

ACTIONS

Shield Charge. Melee Attack: +5 to hit, reach 5 ft., one target. The shieldloth moves up to its speed in the direction of the target. Hit: force damage equal to the amount of feet the shieldling moved - 5. The target moves the same amount of feet in the same direction.

Teleport. The shieldloth magically teleports up to 60 feet to an unoccupied space it can see.


Shieldloths are white yugoloths somewhat resembling shadow demons with spindly limbs and small heads. They magically produce forcefields, which you can always tell are there, sticking approximately 2 inches out from their bodies all over, but which don't really have a colour until they make contact with something, and start to crackle with blue green and purple energy. These shields protect them from nearly everything, but they also have a cost; over years of evolution the shieldloths inside have become incredibly frail. In combat, since they cannot effectively hold weapons they charge at their enemies, damaging them with their shields.


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