Awry Nature. The Chibaru has a aura of disfiguring magic, whenever a spell is cast within 30ft of the Chibaru that isn't an area of effect spell, that spell is altered. Altered spells do the opposite of what is intended, for example if the spell healing word is cast, it instead doesn't heal the target but rather damages them for the amount they would've received, the same goes for damaging spells. Spells that deal Necrotic damage are not affected by this feature.
Action Name. The Chibaru targets up to 3 creatures it can see, each creature must make a DC 15 Wisdom saving throw or be charmed by the Chibaru for one minute, the target can repeat the saving throw at the start of it's turn or if it's damaged by the Chibaru or it's allies. Creatures that succeed are immune to this effect.
Slam. Melee Weapon Attack: +3 to hit, reach 10 ft., 1 target. Hit: 10 (2d8 + 2) bludgeoning damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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 Chibaru appears as a large hamster with small goat horns and is covered in bright colored feathers. They typically nest in enchanted forest and prey on small mammals. Chibaru's don't use their teeth for anything but chewing as they are fragile when it comes to pressure. The first instinct a Chibaru has is to make friends with any creature it sees, if this creature does not accept it's friendship it bombards it with enchantment magic to make it like the Chibaru, only them would it revert to force. Chibaru's are odd specimens as they alter magic around them in ways that you wouldn't expect, healing spells corrode the skin and fire spells cauterize wounds, this is because of their enchanted origin which no one truly knows.
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.
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