Small Undead, Neutral
Armor Class 14 14
Hit Points 32 (4d10 + 2)
Speed 20 ft., Climb 20 ft.
STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
8 (-1)
CHA
15 (+2)
Saving Throws DEX +6
Skills Acrobatics +6, Performance +6
Damage Resistances Damage from Spells
Condition Immunities Blinded, Charmed, Deafened, Poisoned
Senses Blindsight 60ft, Passive Perception 9
Languages Common, Elvish Elvish, Common, understands but cannot speak.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Bob, goes at the end of your turn, can only move and take 1 action, regardless of any effects upon him.

Bob does not like water. if bob is submerged in water and becomes soaked, he will be unable to act until he dries off, this takes 12 hours in a damp climate, 8 hours in normal climate, 4 hours in a warm climate, or 1 hour in front of a fire.

Actions

Punch: +6 to hit, 1d4+4 bludgeoning damage.

 Sanguine Explosion: Bob sacrifices himself, bursting his sack like covering at the seems, spilling blood in all directions, each creature within 10ft most make a constitution saving throw, they take 4d10 damage, if they failed they expend 4 of their hit die and take that much damage as well. If they fail by 5 or more they suffer 1 level of exhaustion.

 

Reactions

Little Helper : Bob may expend his reaction to help a creature within 5ft of himself, doing so means any creature which attempts to hit bob, has advantage as he loses focus on whatever else he is doing.

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 small poppet, made of a simple brown burlap sack, stuffed with straw soaked in blood. His eyes are simple sown on buttons, his mouth is a line of stitches, he is therefor unable to speak, but does communicate with gestures.

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.

Monster Tags: pet

Zylithe

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