Medium Fiend, Chaotic Neutral
Armor Class 17 Leather Armour
Hit Points 75 (12d10)
Speed 40 ft.
STR
9 (-1)
DEX
18 (+4)
CON
12 (+1)
INT
15 (+2)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws DEX +6
Condition Immunities Charmed
Senses Passive Perception 15
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Dexterity evasion

 

Actions

Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., # target. Hit: (1d8 + 2) [Slashing] damage + (1d6) [Poison] damage and on a failed con save (dc 12) they become poisoned, taking 1 damage per turn, movement speed is reduced by 10ft, and they have -1 to hit.

Bonus Action Healing Potion. As a bonus action, can heal for 25 HP

Bonus Actions

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

Reactions

Counter. On a missed attack against him, he can make a dagger 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

A tall changeling wielding a dagger.

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.

Shober69

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