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Monster

Animated Staff

Medium Construct · Neutral Evil

Waterdeep: Dungeon of the Mad Mage Page 262
Armor Class 17
Hit Points 40
Speed Walk, Fly 30 ft. ((hover))
CR
STR 12 +1
DEX 12 +1
CON 10 +0
INT 18 +4
WIS 14 +2
CHA 10 +0

Traits

Wielder Domination

A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any creature that successfully grapples the staff must succeed on a DC 12 Charisma saving throw or be by the staff until the staff is no longer in its grasp. While the creature is , the staff can issue commands to it, which the creature does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that successfully resists the staff's control can't be by it for 24 hours.
A creature holding the staff that isn't by it can use an action to attempt to break the staff over a knee or against a solid surface, doing so with a successful DC 17 Strength () check. Breaking the staff in this manner destroys it.

Actions

Staff of Frost

The staff has 10 charges. It can expend 1 or more of its charges to cast one of the following spells (save DC 12): (5 charges), (1 charge), (4 charges), or (4 charges). It regains expended charges daily at dawn. If the staff expends its last charge, roll a . On a 1, the staff turns to water and is destroyed.

Staff

Melee Weapon Attack +5 to hit, reach 5 ft., one target. 7 () Bludgeoning damage plus 1 Cold damage.
Confirmation

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