Small Beast, Unaligned
Armor Class 15 Natural Armour
Hit Points 5 (1d8 + 1)
Speed 10 ft.
STR
11 (+0)
DEX
12 (+1)
CON
17 (+3)
INT
2 (-4)
WIS
6 (-2)
CHA
4 (-3)
Senses Passive Perception 8
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Actions

Curl. As an action, the Baldur may enter the "Curled" state. While in the curled state, they are blinded, cannot eat and have their walking speed halved. If they go onto a slope, they roll downhill at twice their walking speed. To enter the Curled state, the Baldur tucks its head underneath it's tail and pulls in its claws, causing it to become a vaguely circular shape.

Roll. (Curled State Only) Melee Weapon Attack: +3 to hit, reach 20 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage. 

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

Territorial herbivores, Baldurs are aggressive even when newly born, attacking anything that wanders too close. They have a dark blue plated shell, with a large humped back and relatively small and short tail. Their head is part of their body, and they lack a neck. Their eyes are naturally black, but most have gone orange due to the infection. They have a pair of mandibles used for cutting up leaves. They possess 6 small claws used to crawl around. Their body, besides the shell, is a light cream colour.

Baldurs have a unique method of defending their territory from intruders. They roll themselves into a ball and lean towards where they lasts saw intruders, using momentum to speed up and tumble towards foes. Before the kingdom fell, isolated communities would make a sport of trying to roll a Baldur towards opposing sides of a large field. The sport was generally played with 2 teams of 3 or more.

Younger hunters delight in catching these creatures and rolling them around for sport. I encourage you to indulge yourself if the fancy strikes you.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
9/4/2022 11:11:07 AM
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0
5
Coming Soon
Mushy_Banana

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