Tiny Aberration, Chaotic Evil
Armor Class 12 Natural Armor
Hit Points 6 (2d4 + 2)
Speed 15 ft., burrow 15 ft., walk 15 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
10 (+0)
Condition Immunities Poisoned
Senses Passive Perception 12
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Disguise When still it looks just like a health potion

Actions

Hook. It has a hook like tail that it can use to climb around

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) piercing damage & 5 (1d6+2) poison damage

Burrow. MeleeWeapon Attack: +4 to hit, range 5 ft., 1 target. The mimic attempts to burrow into the enemy causing it on a success to take 1d8 poison damage every turn.

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 bug with a large red orb in the back. It perfectly mimics a health potion when still however the thought to be liquid is actually a terrible poison.

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.

Chefboyaredeeznutztasty

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