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Fluffernutter CR: - -

Huge construct, unaligned
Armor Class: 21
Hit Points: 381
Speed: 40 ft

STR

17 +3

DEX

16 +3

CON

17 +3

INT

18 +4

WIS

17 +3

CHA

17 +3

Saving Throws: STR +7, DEX +7, CON +7, INT +8, WIS +7, CHA +7
Skills: Athletics +11, Survival +7, Perception +11, Stealth +11, Medicine +7, Investigation +8, Intimidation +7
Damage Immunities: Cold
Senses: Passive Perception 21
Languages: - -
Challenge Rating: - -

Rage.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits: 

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can't cast them or concentrate on them while raging.
  • Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
You can use this feature two times, and you regain all expended uses of it when you finish a long rest.   Fighting Spirit (3).
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. 
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.   Smite.
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Up to 3rd Level Smites   1d12 Inspiration.
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d12.
  • Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.   Supreme Sneak.
You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.   Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Actions

Multiattack. Fluffternutter attacks 3 times with its Maul or uses it's Breath Attack.   Ice Maul. 10 ft Reach, +8 to Attack. 3d6+4 Bludgeoning.   Ice Breath (Recharge 5 - 6). 60 foot Cone DC 18 9d8 Cold Damage, half of success

Legendary Actions

1 Action. Attack using its Maul or Dash

The adventurers have made the Snow Guardian in the Clearing. He will guard the forests.

Created by

imtealted.

Statblock Type

Monster

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