White Bishop (5e Creature)

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White Bishop[edit]

Large construct, lawful good


Armor Class 12
Hit Points 60 (8d10 + 16)
Speed 80 ft.


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 10 (+0)

Skills Arcana +3, Intimidation +2, Perception +2, Survival +2
Damage Immunities poison
Condition Immunities charmed, petrified, poisoned
Senses blindsight 120 ft., passive Perception 12
Languages Chess, Common
Challenge 3 (700 XP)


Living Bishop. The bishop can only move diagonally. The bishop can innately cast magic missile (the targets must be diagonal to the bishop), requiring no components. Its innate spellcasting ability is Intelligence. The bishop is immune to any spell or effect that would alter its form.

Magic Weapons. The bishop's weapon attacks are magical.

Sure-Footed. The bishop has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

White Side. The bishop and other pieces from its set are always at the top of the initiative order in combat. The DM chooses the order of which the bishop and other pieces from any white set will act.

ACTIONS

Rod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target that is diagonal to the bishop. Hit: 8 (2d6 + 1) bludgeoning damage.


VARIANT: BLACK BISHOP

To make a black bishop, make the following changes:

• Change the bishop's tag and alignment to black piece and lawful evil

• Change its innate spell to witchbolt (+3 to hit, the target must be diagonal to the bishop)

• Remove the White Side trait and add the following traits:

Black Side.The bishop and other pieces from its set are always at the bottom of the initiative order in combat. The DM chooses the order of which the bishop and other pieces from any black set will act.

Regeneration. The bishop regains 5 hit points at the start of its turn if it has at least 1 hit point.

The white bishop

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