Armor Class
7
non
Hit Points
20
(20d12 + 6)
Speed
20 ft.
STR
5
(-3)
DEX
9
(-1)
CON
10
(+0)
INT
10
(+0)
WIS
11
(+0)
CHA
12
(+1)
Saving Throws
WIS +2, CHA +3
Skills
Sleight of Hand +5
Condition Immunities
Poisoned
Senses
Darkvision, Passive Perception 19
Languages
Common understands common
Challenge
0 (10 XP)
Proficiency Bonus
+2
Traits
Spellcasting. heal by wearing the beard baby as a beard, its eyes go into your nose, and you take 2d6 health
Actions
Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., #1target. Hit: 15 (2d6 + 4) damage.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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