17 (natural armor)
31 (7d6 + 7)
walk 30 ft.
Dex +4
Insight +3, Persuasion +3
poison
blinded, deafened, exhaustion, paralyzed, petrified, poisoned
blindsight 60 ft.
Common plus any three languages
1
+2
While at Strixhaven, the guide can't become lost by magical or nonmagical means. The guide also has advantage on ability checks made to locate creatures or objects at Strixhaven.
When the guide speaks, any creature that knows at least one language and can hear the guide understands what it says.
The guide doesn't require air, food, drink, or sleep.
The guide makes two Slam attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Each creature of the guide's choice that is within 30 feet of the guide must succeed on a DC 11 Wisdom saving throw or be magically charmed by the guide for 1 hour. A charmed target must move on its turn toward the guide, trying to get within 5 feet of the guide. The target doesn't move into obviously dangerous ground, such as a fire or a pit. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. A target that successfully saves is immune to any guide's Smile and Wave ability for the next 24 hours.
The guide takes the Help action.