Medium Construct
Armor Class 12
Hit Points 4 (1d8)
Speed
STR
16 (+3)
DEX
14 (+2)
CON
17 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Skills Intimidation +2, Perception +2
Damage Resistances Poison
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60ft, Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Might of the Master. Adds its creator's PB to its Intimidation and Perception checks and its AC. It also has HP equal to its master's artificer level x (4+PB). In addition, whenever a creature makes a saving throw that it was forced to make by the Beast, it uses its creator's Artificer spell save DC

Sweetness. Has a number of Sweetness points equal to its master's PB. Whenever it uses Distracting Scent or Sapid Aroma, it loses one Sweetness point. If it has no sweets, it cannot use these abilities. It regains all Sweetness points at the end of a short or long rest.

Actions

Sapid Scent. One creature of the Beast's choice within 30ft of it must make a Wisdom saving throw. On a failure, it must use its movement on its next turn to attempt to move within 5ft of the Bakery Beast by the most direct and safe path.

Bakery Bash. Melee Weapon Attack: your spell attack to hit, reach 5 ft., 1 target. Hit: (1d6 + PB) bludgeoning damage. 

Reactions

Distracting Scent. If a creature within 5ft of the Beast is targeted by an attack roll from an attacker that can smell the Beast, the Beast can use its reaction to force the attacker to make a Wisdom saving throw. On a failure, it must instead make the attack against the Beast, using the same attack roll.

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.

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.

Baalzeboop

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