Tiny Undead (Any Race), Typically Neutral Evil
Armor Class 12 Natural
Hit Points 6 (2d6)
Speed 20 ft., Walk 20 ft.
STR
12 (+1)
DEX
15 (+2)
CON
11 (+0)
INT
5 (-3)
WIS
10 (+0)
CHA
4 (-3)
Saving Throws STR +3, DEX +4
Condition Immunities Blinded, Poisoned
Senses Blindsight 40 ft, Passive Perception 10
Languages Common Cannot Speak Understands Common, Cannot Speak.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Turn Immunity: The claw is immune to effects that turn undead.

Familiar: (One must bond with the creature) As an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. When you cast a spell or cantrip with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.


Actions

Attack Action: Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning or slashing damage (claw's choice). If a bond has been created target takes an additional 1d4 Necrotic damage. 

Sticky Fingers: Slight of Hand +13


Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Savior:  If given a potion can an hold a reaction to feed it to someone who has been downed. 

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.

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.

Thorn_the_Robot

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