Tiny Monstrosity, Neutral
Armor Class 10 Natural Armor
Hit Points 2 (1d4 + 1)
Speed 10 ft.
STR
2 (-4)
DEX
10 (+0)
CON
10 (+0)
INT
3 (-4)
WIS
8 (-1)
CHA
3 (-4)
Damage Vulnerabilities Fire
Damage Resistances Poison
Condition Immunities Poisoned
Senses Passive Perception 9
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Actions

Poison Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 2 (1d4) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

String Shot (Recharge 5-6). Ranged Weapon Attack: +2 to hit, range 10/20 ft. one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 10 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10: HP 5, vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

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