Tiny Beast
Armor Class 14 Natural armor
Hit Points 5 (2d4)
Speed 30 ft., Walk 5 ft.
STR
1 (-5)
DEX
18 (+4)
CON
10 (+0)
INT
1 (-5)
WIS
7 (-2)
CHA
4 (-3)
Skills Stealth +6
Senses Passive Perception 8
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Evasion. If the billywig is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the billywig instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. 

Actions

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. If the target is a creature, it must make a DC 11 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature becomes giddy and at the start of its next turn, it suffers the effects of wingardium leviosa for the duration.

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.

moonlightE

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