Medium Or Small Humanoid (Goblinoid), Chaotic Evil
Armor Class 14 Shield
Hit Points 17 (2d6 + 10)
Speed
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Senses Darkvision 60 ft., Passive Perception 9
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Actions

Club. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Bludgeoning damage

Spear. Two-Handed Melee Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8+2) Piercing damage

Claws. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Slashing damage

Shortbow. Two-Handed Ranged Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) Piercing damage

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

A common kind of  monster found in Hyrule. Although the red variety are the weakest, they aren't usually found alone. They tend to group together and form camps, typically along roads and rivers. Despite their low intelligence, they are quite formidable to the standard traveler.

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.

itsbribs

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