Small Undead, Any Alignment
Armor Class 14 Natural
Hit Points 14 (14d8)
Speed
STR
8 (-1)
DEX
15 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws DEX +4
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned, Restrained
Senses Passive Perception 15
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Ombre vivante. Le Malforge peut se déplacé sous forme d'ombre et peut donc passer dans des endroit très petit. Il ne peut être saisit par une force physique.

Actions

Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., une cible. Hit: # (1d10 + 3) [Perçant] 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.

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.

Erebal

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