Armor Class
12
Hit Points
10
(2d6 + 2)
Speed
STR
10
(+0)
DEX
12
(+1)
CON
15
(+2)
INT
10
(+0)
WIS
9
(-1)
CHA
10
(+0)
Saving Throws
CON +4
Skills
Deception +3, Performance +2
Damage Vulnerabilities
Fire
Damage Resistances
Psychic
Senses
Passive Perception 10
Languages
None
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Subtle Disguise. Advantage to all checks to disguise itself as an ordinary ring of keys.
Actions
Keys. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 1d6 slashing damage.
Metallic Scrape. Ranged Attack: range 30 ft., all in the vicinity who are able to hear. Hit: 1d4 psychic damage. Those who are damaged have disadvantage on all saving throws for the rest of the turn.
Bonus Actions
Enter the description for how bonus actions work for your monster here.
Reactions
Description
A small metal key ring, which seems to have a life of its own.
Comments