Small Humanoid, Chaotic Evil
Armor Class 13 Working Leathers
Hit Points 37 (5d6 + 4)
Speed 25 ft.
STR
14 (+2)
DEX
13 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +3, CON +2
Skills Intimidation +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Senses Darkvision If miners secrets chosen, Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Blood Frenzy. The Cannibal Halfling has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll

 Halfling Nimbleness. The Cannibal Halfing can move through spaces of any creature larger than itself. 

Bolstered by Darkness. In the Darkness,  tribes of Cannibal Halflings draw power from their dark god. When in darkness or dim light, they get Resistance to non magical bludgeoning, slashing, or piercing damage.

Consumed Secrets. The Cannibal Halfling has eaten and absorbed a trait from one of their fallen foes. 

Choose 1

1. Miners Secrets. Gain Darkvision 30 ft.

2. Magicians Secrets: Gain the Action: Cast Chill Touch

3. Bandits Secrets: Gain Aggressive. As a bonus action, the Cannibal Halfling can move up to its speed toward a hostile creature that it can see.

Actions

Wild Knife Strike. Melee Weapon Attack: +3 to hit, reach 5ft., 1 target. Hit: 5 (1d6+ 2) slashing damage. 

 

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Crazed Halflings deranged by some force. They believe that the mysteries of their foes can be revealed by eating the flesh of their enemies. 

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.

Monster Tags: humanoid

Habitat: MountainUnderdarkUrban

awkward_soul

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