This entry contains the first monstrously effective healer, so let’s talk about the difference between D&D combat and Guild Wars combat. Although they use the same system, the common abilities of each make them actually very different from one another. This is not to say that D&D characters can’t fight Guild Wars monsters, nor that Guild Wars characters can’t fight D&D monsters, just that the way the Guild Wars characters/monsters fight is very different. In Guild Wars, healing is common, effective, and limited by recharge rates, not uses per day. Thus, when fighting Guild Wars monsters (or for GMs fighting Guild Wars characters, who will be a thing after we wrap up the monsters), you must either focus fire to drop an enemy before the healer gets a turn – preferably focusing that fire on the healer themselves so you won’t have to worry about them going forward, although the enemy’s front line might take issue with that strategy – or else stunlock or otherwise mitigate the healer’s effects on the battle, usually by having a member of your party dedicated all of their actions and reactions to stuns and interrupts.
Shiverpeak Warrior
Large monstrosity, Chaotic Neutral
Armor Class: 16 (scale mail) or 18 (with shield)
Hit Points: 45 (6d10+12)
Speed: 60 ft.
STR: 18(+4)
DEX: 14(+2)
CON: 14(+2)
INT: 9(-1)
WIS: 13(+1)
CHA: 11(+0)
Skills: Athletics +6, Perception +3, Survival +3
Senses: Passive perception 13
Languages: Dwarven
Challenge: 3 (700 XP)
Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) slashing damage.
Actions:
Multiattack. The centaur makes two attacks with his longsword or greataxe.
Longsword. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
Greataxe. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage.
Hooves. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
Note: Shiverpeak warriors wield either a longsword and shield or a greataxe.
Shiverpeak Longbow
Large monstrosity, Chaotic Neutral
Armor Class: 16 (scale armor)
Hit Points: 45 (6d10+12)
Speed: 60 ft.
STR: 16(+3)
DEX: 18(+4)
CON: 14(+2)
INT: 9(-1)
WIS: 15(+2)
CHA: 9(-1)
Skills: Athletics +5, Nature +1, Perception +4, Survival +4
Senses: Passive perception 14
Languages: Dwarven
Challenge: 2 (450 XP)
Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a hooves attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage.
Actions:
Multiattack. The centaur makes two attacks with his longbow.
Hooves. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.
Longbow. Ranged weapon attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) piercing damage.
Spirit of Winter. The centaur summons a spirit of winter in a square adjacent to his location. The spirit causes all creatures of the centaur’s choice to convert all damage to cold damage within a 30 ft. radius of the spirit’s position. The centaur may only have one spirit of winter summoned at a time.
Reactions:
Distracting Shot (recharges 3-6). The centaur makes one ranged attack at an enemy who is not adjacent to him. If the attack hits, the target must make a DC 14 Constitution save. If the target fails, the action the target was about to take fails automatically. The action itself is still used, so the target cannot take another action of the same type this turn, and if it is limited use, a use has still been expended. The target may still take other actions, and if the interrupted attack was part of a multiattack, they may make their other attacks like normal.
Shiverpeak Protector
Large monstrosity, Chaotic Neutral
Armor Class: 16 (scale armor)
Hit Points: 45 (6d10+12)
Speed: 60 ft.
STR: 15(+2)
DEX: 14(+2)
CON: 14(+2)
INT: 9(-1)
WIS: 18(+4)
CHA: 13(+1)
Skills: Athletics +4, Nature +1, Perception +6, Persuasion +3, Religion +1
Senses: Passive Perception 16
‘Languages: Dwarven
Challenge: 1 (200 XP)
Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a hooves attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage.
Actions:
Healing Breeze. Spell. One creature within 30 ft. of the centaur is healed for 6d8+4.
Mend Ailment. Spell. Remove a single status effect from one creature within 30 ft. of the centaur.
Purge Conditions (Recharges 4-6). Spell. Remove all status effects from one creature within 30 ft. of the centaur.
Vigorous Spirit. Spell. One creature within 30 ft. is enchanted with a spirit of vigor. Every time they attack, roll 1d6. On a 2-6, they gain that amount of health. On a 1, they gain 1 health and the enchantment ends.
Wand Shot. Ranged weapon attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) radiant damage.