Tiny Beast, Lawful Neutral
Armor Class 13 natural armor
Hit Points 10 (2d4 + 3)
Speed 10 ft., Walk 20 ft.
STR
2 (-4)
DEX
16 (+3)
CON
12 (+1)
INT
3 (-4)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws INT −2
Damage Resistances Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Marked for Death. As long as a creature has at least one poison mark, it is poisoned and it must make a DC 15 Constitution saving throw each hour, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. Also on a success, the target loses one Poison Mark. A Poison Mark can be removed by the protection from poison spell or similar magic. A creature with 6 or more Poison Marks falls prone at the start and end of each of its turns.

Actions

Bite.

Action Melee Weapon Attack. Melee weapon Attack: +5 to hit, reach 5 ft., one target. Hit:  5 (2d4)  [Poison] damage. DC 13 con save on a fail take full damage and on a success take half.

 Spit.

Action Ranged Weapon Attack. ranged weapon Attack: +5 to hit, reach 15/30 ft., one target. Hit:  2 (1d4)  [Poison] damage. DC 13 con save on a fail take full damage and on a success take half.

Bonus Actions

None

Reactions

No reactions

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

A tiny colorful critter that can be a threat to unwary forest and desert wanderers. Terrible flier, the Vulture wurm still prefers to attack and apply it's slow-acting yet fatal poison from a safe distance. Once marked for death the vulture wurm waits for its prey to die before feasting.

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.

Habitat: DesertForest

SIVA_

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