Tiny Beast, Any Good Alignment
Armor Class 25 Natural Armor
Hit Points 40 (2d20)
Speed 20 ft.
STR
8 (-1)
DEX
15 (+2)
CON
14 (+2)
INT
3 (-4)
WIS
5 (-3)
CHA
13 (+1)
Saving Throws DEX +4
Senses Darkvision, Passive Perception 15
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Tiny. Advantage and +2 on rolls to hide.

Quick. Advantage and +4 on rolls to dodge.

Actions

Hop. Can jump 1d6 +5 ft in any direction, or 1d4 +2 feet vertically.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: (2d4 + 2) piercing damage. 

Yelp. RangedWeapon Attack: +5 to hit, range 5/60 ft., 4 targets. Hit: (1d6 + 2) psychic damage.

Bonus Actions

Latch. Roll 1d20 to see if they have to let go of whoever they bit. If successful, enemy takes an aditional d4 of damage on their turn. Must do an apposed roll to see if stay attached.

Reactions

Advantage on all 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

It's a Chihuahua

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.

JourneyToChaos

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