Small Monstrosity
Armor Class 15 Natural Armor
Hit Points 24 (4d8 + 2)
Speed 25 ft.
STR
10 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws DEX +3
Damage Resistances Fire
Senses Passive Perception 12
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Healing fire: When fire ignites them they regain half the hit points they lost.

Actions

Fire Bolt. 

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit:  (1d4 + 1) [Piercing] 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.

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.

GMWorlds

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