Tiny Elemental, Neutral
Armor Class 14 Natural Armor
Hit Points 33 (5d10 + 6)
Speed
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
14 (+2)
Senses Passive Perception 12
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Actions

Vine Whip. Ranged Weapon Attack: reach (2 targets within 10ft of self, or 1 target within 30ft of self) 
Hit:  +5(1d10 + 6) Piercing damage.

Bonus Actions

Heal: Heals target (in 30 ft range) for 1d8
Root: Roots the target if it fails a 15 dex saving throw. Target is rooted until they make a DC 15 dex saving throw at end of their future turns. 
Leach Seed: Target is seeded (no rolls needed). Absorb 1d6 HP from them at the start of their future turns. If target moves they are no longer seeded.

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.

jbouks

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