Small unknown, Neutral
Armor Class 20 Natural Armor
Hit Points 15 (2d6 + 5)
Speed 40 ft.
STR
10 (+0)
DEX
22 (+6)
CON
13 (+1)
INT
17 (+3)
WIS
20 (+5)
CHA
7 (-2)
Saving Throws DEX +8, WIS +7
Condition Immunities Blinded, Exhaustion, Frightened
Senses Blindsight, Darkvision, Truesight, Passive Perception 20
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Spellcasting. The Underling is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +5 to hit with spell attacks). The Underling has following All Class spells prepared:
Cantrips (at will): Fire Bolt, Create Bonfire
1st level (5 slots): Burning Hands, Chromatic Orb, Hellish Rebuke

2nd level (4 slots): Aganazzar's Scorcher, Flaming Sphere, Scorching Ray

3rd level (3 slots): Fireball, Melf's Minute Meteors

Actions

Teleport. Can Teleport up to 30 feet as an action.

 

Reactions

Teleport. Can teleport up to 30 feet away as a reaction.

Description

Short cloaked faceless humanoids.

Lair and Lair Actions

Equin's Castle

Lair Actions

On initiative count 15 (losing initiative ties), the Underling takes a lair action to cause one of the following effects; the Underling can’t use the same effect two rounds in a row:

  • Cause enemies to become exhausted (enemies must make a saving throw of DC 17 wisdom).
  • The castle is rearranged, enemies take a DC 17 DEX saving throw or get knocked prone.

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.

Habitat: Underdark

Amazo23

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