With the last of the charr the Pre-Searing bestiary is now complete. We’ve also thrown in the Flame Caller for good measure. In the actual game of Guild Wars he didn’t appear until post-Searing, but adding him in made for a nice, symmetric two posts of three charr each capstone to the Pre-Searing. We’ll be looking at Post-Searing monsters tomorrow.
Charr Ashen Claw
Large humanoid, Neutral Evil
Armor Class: 11 (natural armor)
Hit Points: 52 (7d10+14)
Speed: 40 ft.
STR: 8(-1)
DEX: 12(+1)
CON: 15(+2)
INT: 17(+3)
WIS: 14(+2)
CHA: 7(-2)
Saving Throws: CON +4, INT +5
Skills: Arcana +5, Intimidation +0, Stealth +3
Senses: Darkvision 30 ft., passive Perception 12
Languages: Common, charr
Challenge: 2 (450 XP)
Actions:
Life Siphon. Spell. The charr casts this curse on one target within 60 ft. that he can see. The target makes a DC 13 Constitution save, taking 8 (1d10+3) necrotic damage on a failed save and half that on a success. The charr is healed equal to the damage the target took.
Faintheartedness. Spell. The charr casts this curse on one target within 60 ft. that he can see. The target makes a DC 13 Constitution save, taking 8 (1d10+3) necrotic damage, and half that without being poisoned on a success. If the target fails the save, they are additionally poisoned, and may make a new Constitution save against the same DC each round to end the poison.
Mark of Pain. Spell. The charr casts this curse on one target within 60 ft. that he can see. For the next minute, whenever the target takes damage, any creature adjacent to them takes 6 (1d6+3) necrotic damage. If the charr is still conscious, he may exclude certain creatures (such as allies) from taking damage from the Mark of Pain.
Wand Shot. Ranged weapon attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) necrotic damage.
Charr Chaot
Large humanoid, Neutral Evil
Armor Class: 12 (natural armor)
Hit Points: 38 (7d10)
Speed: 40 ft.
STR: 9(-1)
DEX: 15(+2)
CON: 10(+0)
INT: 14(+2)
WIS: 10(+0)
CHA: 16(+3)
Saving Throws: DEX +4, CHA +5
Skills: Deception +5, Sleight of Hand +4, Stealth +4
Senses: Passive perception 10
Languages: Charr, common
Challenge: 1 (200 XP)
Actions:
Conjure Phantasm (recharges 5-6). Spell. The charr summons forth a phantasmal attacker that only its target can see. The charr casts this hex on one creature within 60 ft. that he can see. When the charr first conjures the phantasm and again at the start of each of the charr’s turns, the target creature must make a DC 12 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half that on a success. The phantasm remains until either the target makes their save, the target falls unconscious, or the charr falls unconscious.
Shatter Enchantment. Spell. The charr destroys one ongoing spell on a creature it can see within 60 ft. Whoever is maintaining the spell must make a DC 13 Intelligence save. On a failed save, the spell explodes violently, dealing 11 (2d10) force damage to the target creature.
Shatter Hex. Spell. The charr destroys one ongoing spell on a creature it can see within 60 ft. Whoever is maintaining the spell must make a DC 13 Intelligence save. On a failed save, the hex explodes violently, dealing 11 (2d10) force damage to all adjacent creatures, but not to the (formerly) hexed target creature. There is no effect on a success.
Wand Shot. Ranged weapon attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) psychic damage.
Charr Flame Wielder
Large Humanoid, Neutral Evil
Armor Class: 11 (natural armor)
Hit Points: 45 (7d10+7)
Speed: 40 ft.
STR: 8(-1)
DEX: 10(+0)
CON: 12(+1)
INT: 17(+3)
WIS: 12(+1)
CHA: 14(+2)
Saving Throws: INT +5, WIS +3
Skills: Arcana +5, Deception +4, Perception +3, Religion +5
Senses: Passive perception 13
Languages: Charr, common, abyssal
Challenge: 1 (100 XP)
Actions:
Flare. Spell. Ranged weapon attack: +5 to hit, range 30/120 ft., one target. Hit: 14 (2d10+3) fire damage.
Lava Font. Spell. The charr causes hot lava to boil up from the ground around him. All squares adjacent to the charr become covered in small pools of lava. Anyone who passes through or starts their turn on a lava-covered square must make a DC 13 Dexterity save, taking 7 (2d6) fire damage on a failed save, or half that on a success. The charr may end one or more squares of the effect early.
Conjure Flame. Spell. The charr conjures fire around one item within 30 ft. of his location for one minute. A melee weapon so enchanted will deal an additional 7 (2d6) fire damage with each strike. A ranged weapon will pass the enchantment on to any ammunition loaded into it (for example, arrows nocked in a burning bow). Armor enchanted with magical fire will deal damage to anyone who makes an unarmed strike against it, or who is dealt an unarmed strike by someone wearing it. The item enchanted with the fire is not damaged by it, however the heat from the enchanted flame can still cause any flammable objects nearby to light up with regular, mundane fire, which spreads as normal and can damage objects covered in enchanted fire.
Wand Shot. Ranged weapon attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) force damage.
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