Small unknown, Neutral
Armor Class 13 Natural armor
Hit Points 10 (2d6 + 2)
Speed 20 ft.
STR
12 (+1)
DEX
14 (+2)
CON
8 (-1)
INT
16 (+3)
WIS
13 (+1)
CHA
10 (+0)
Saving Throws DEX +4, INT +5
Skills Intimidation +5, Stealth +4, Survival +5
Damage Vulnerabilities Cold
Damage Immunities Poison
Condition Immunities Restrained
Senses Passive Perception 13
Languages Common (Can't speak but knows what the words mean) Wellef
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Tribal advantage: when 3 are attacking the same target each of them get an extra 1d6 (add another 1d6 everytime 2 more join)

Weedish poison: If one was on a plant for 1 minute the plant will die (unless it is magical) even if it is a creature .

Actions

Poison dart: +2 to hit, range 10/60 ft., 1 target.         (1d8 + 2) poison damage.

Small spear: +1 to hit, reach 5 ft., 1target. (1d6 +2) piercing damage. 

Vine wip: +2 to hit, reach 15 ft., 1 target. (1d6 +1) bludgeoning damage. (Can also be used to grapple)

Bonus Actions

Leaf shield: when it feels endangered it can use its cloak and add +2 to it's AC when attacked in the same round (1 time per short rest).

Plant camouflage: hide as a plant.

Reactions

Opportunity attack: when a enemy is within 5ft they can make a attack.

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.

Description

I have constantly tried to get a good drawing of some of these little demons but I saw one sitting down to relax. Anyway the Wellefs are an extrordinary monster and apparently any plant they stay on for a minute will die for some reason every test proves it makes plants dehydrate. I have found out that wellefs have tribes and I know 3 of them they are

  • Tarstich
  • Ischimle
  • Simsaq

Each are enemies and will kill eachother if they invade the others territory. Each are highly trained and if 3 are near eachother they seem stronger. -Itrice

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.

Habitat: ForestGrassland

Kellantheskilled