Medium Or Small Beast, Unaligned
Armor Class 12 Natural armour
Hit Points 70 (10d10 + 5)
Speed 30 ft., Depends on the race. (See description).
STR
12 (+1)
DEX
10 (+0)
CON
15 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws CON +6
Skills Survival +20
Damage Resistances Acid, Poison
Condition Immunities Grappled
Senses Passive Perception 10
Languages Common Can speak few words of this language
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Devolved spell apprentices with nature's blessing.

Spellcasting. The [Chindel] is a 1st-level spellcaster. Its spellcasting ability is [constitution] (spell save DC 13, +4 to hit with spell attacks). The [Chindel] has following [druid] spells prepared:
Cantrips (at will): [Mold earth], [Primal savagery] 
1st level (6 slots): [Wild cunning], [Absorb elements] 

Actions

Action Name. Oozy strike, Poisoned sneeze .

Action Melee Attack. Oozy strike: +3 to hit, reach 5 ft., 1 target. Hit: 11 (2d4 + 8) [Acid] damage. 

Action Ranged Attack. Poisoned sneeze: +2 to hit, range 5/30 ft., 2 target. Hit: 10 (3d4 + 2) [Poison] damage.

Bonus Actions

Can dash 20ft, can activate a power that gives 4 more to constitution and if a snake like being can heal 3d6.

Reactions

Reaction Name. Can dodge an attack or counter a melee attack.

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

Druids who became so attached to nature that they went to far in their magical natural endeavors that they became one with the beasts of nature. They retain little of what they had in their human life. In cold regions they grow thick hair that gives 2 AC and horns that do 1d6 piercing damage. In regions with sand they gain scales and can slither like snakes and can burrow 10ft. In places with few trees and long grasslands they gain 30ft more movement. In dark and dense places with any trees and foliage they can camouflage if they feel threatened for 20 seconds. In dark places they gain dark vision and in water they can breathe underwater and get 4 tentacles that can do 1d6 bludgeoning damage each.

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.

Jaffacakethegreat

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