Medium Construct, Lawful Evil
Armor Class 13 natural armor
Hit Points 45 (7d8 + 14)
Speed 30 ft., Walk 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
15 (+2)
INT
6 (-2)
WIS
13 (+1)
CHA
6 (-2)
Skills Perception +2
Damage Immunities Fire
Senses Darkvision 60 ft, Passive Perception 12
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Pack Tactics. The bloodmire marauder has advantage on an attack roll against a creature if at least one of the bloodmire marauder's allies is within 5 ft. of the creature
and the ally isn't incapacitated.

Follows Orders. The bloodmire marauder will unerringly follow the orders of its creator, or someone whom its creator designates.

Actions

Multiattack: The bloodmire marauder makes two attacks from the following options. It may choose the same option twice, or two different attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) necrotic damage. 

Poison Spit. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) poison damage.

Atopicus

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