Medium humanoid, lawful good
- Armor Class
- 13
- Hit Points
- 105 (14d8 + 42)
- Speed
- 30 ft.
- Challenge
- 5 (1,800 XP)
- Saving Throws
- Con +6, Wis +7
- Skills
- Arcana +6, Medicine +7, Religion +6, Perception +7, Sleight of hand +5
- Senses
- passive Perception 17
- Languages
- Abyssal, Common, Elvish, Infernal
Traits
While Bloodied, Rudolph has Resistance to Force, Poison, and Psychic damage.
Actions
Rudolph makes three attacks, using Silver Sword Cane or Hand Crossbow in any combination.
Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 5 (2d4) Radiant damage. Critical Hit: The target has the Poisoned condition until it finishes a Long Rest. It makes a DC 15 Constitution saving throw at end of each hour, ending the effect on a success.
Ranged Attack Roll: +5, range 30/120 ft. Hit: 5 (1d6 + 2) Piercing damage plus 5 (2d4) Radiant damage.
cha DC 15, each creature of Rudolph's choice in a 30-foot Cone. 18 (4d8) Psychic damage, and the target has the Frightened condition until the end of Rudolph's next turn. Half damage only.
Bonus Actions
Rudolph casts Cure Wounds, Dispel Evil and Good, or Sanctuary, using Wisdom as the spellcasting modifier (spell save DC 15).