Armor Class 16 Natural armor
Hit Points 35 (5d10 + 10)
Speed 30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
17 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws DEX +4, CON +5
Senses Darkvision 60 ft, Passive Perception 11
Languages understands the languages you speak
Challenge 0 (10 XP)
Proficiency Bonus +2
Actions

Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 plus PB bludgeoning, piercing, or slashing damage (your choice).

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Intercept Attack. When a creature the companion can see hits a target with an attack, and the target is within 5 feet of the companion, the target instead takes half the damage. The companion takes the remainder of the damage.

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

In case saving throws aren't working right "Saving Throws Dex +2 plus PB, Con +3 plus PB". Also note that when your level and your proficiency increases, some things will have to be updated.

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.

MadMilliner

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