Bite. When a character is within 5 feet of a Child Daemon, it has the possibility to bite. When it is the Child Daemons turn, any character within range rolls a percentage dice. If they roll lower than 50% then they do 1d4 biting damage.
Cry. When in combat the Child Daemon can cry as an action. It must role at least a 12 on charisma to hit. All characters within a 15 foot radius must make a charisma saving throw above 15 to not run over to the crying Child Daemon. Those who cannot see the Child Daemon are immune to this attack.
Sickle. Melee Weapon Attack: +2 to hit, reach 5 ft., 2 target. Hit: 2 (1d#4 + 0) slashing damage.
Slingshot. Ranged Weapon Attack: +2 to hit, range 10/20 ft., 1 target. Hit: 2 (1d4 +0) bludgeoning damage.
Bonus actions can be taken before or after a Child Daemons’ turn and will often interrupt other players' turns to take these actions as well. But it does tire out and needs to recharge these actions after it has done 3 of them over the course of two of its turns. The recharge takes one of its turns.
Run. When the Daemon Child has less than 4 hit points it will run 30 feet away and not rejoin the fight unless it regains health
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
The child Daemon is on the side of no one. It has ash gray skin and looks almost like a 7 year old human child. It wears a similarly ash gray tunic and is barefoot. It is found in abandoned religious places and quite enjoys making riddles for those who come across it to solve in exchange for information or help.
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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