Small Plant, Chaotic Neutral
Armor Class 12 Natural
Hit Points 22 (2d10 + 2)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
2 (-4)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws DEX +5
Skills Nature +0
Condition Immunities Frightened, Paralyzed, Poisoned
Senses Unknown, Passive Perception 4
Languages grunting noises
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Special Trait Name. fortified

if gremlin dosen't move then it gets +2 ac

 

 

Actions

Action Name.Rend: 1d20 +4to hit, 5ft ,  Hit: 1 (1d8+ 1) [slashing] damage. 

bleed 

Reaction. on failed player constitution save takes 1d4 bleed damage

Action name: fly

the gremlin fly's 30ft

 

 

Reactions

Reaction Name. Enter the description for your action.

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.

Description

its a enlarged reanimated corn cob that has claws and uses it's corn husk to fly it has googly eyes and is deadly in packs

 

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: fiend

Habitat: ArcticForestGrasslandHillSwampUrban

Zoritath

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