Medium Or Small swarm of Tiny beasts, Any Alignment
Armor Class 16 NATURAL ARMOR
Hit Points 6 (13d6 + 16)
Speed 20 ft.
STR
3 (-4)
DEX
19 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
8 (-1)
CHA
9 (-1)
Saving Throws DEX +6, CON +4, WIS +1
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Acid
Condition Immunities Blinded, Charmed, Invisible, Petrified, Poisoned
Senses Darkvision NATURALY ON BECUSE OF THE FORESTS, Passive Perception 7
Languages Common ONLY PEOPLE WHO CAN SPEAK TO ANIMALS WILL UNDERSTAND
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The Zing is a 1-level spellcaster. Its spellcasting ability is Lighting Bolt. A stroke of lighting forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.          Each creature in the line must make a Dexterity saving throw. A creature takes 8d6lighting damage on a failed save, or half as much damage on a successful one. The lighting ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast.

 

Spellcasting. The Zing is a 1-level spellcaster. Its spellcasting ability is lighting lure. A lash of lighting energy that strikes at one creature of the zings choice that it  can see within 15 feet of it. The target must succeed on a Strength saving throw or be pulled up to 10 feet.         In a straight line toward the zing and then take 1d8 lighting damage if it is within 5 feet of the zing. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 The ZING has following  spells prepared:
Cantrips (at will): lighting bolt, lighting lure
1st level (3 slots): Lighting Bolt,  lighting lure

Actions

Action Name. lighting bolt

Action Name. lighting lure


 

 Action Ranged Attack. Ranged Weapon Attack:    Each creature in the line must make a Dexterity saving throw. A creature takes 8d6lighting damage on a failed save, or half as much damage on a successful one. The lighting ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast

Action Ranged Attack.  


 In a straight line toward the zing and then take 1d8 lighting damage if it is within 5 feet of the zing. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Bonus Actions

SLIMY AND STICKY SPIT if the creature is startled it will use its spit depending on is diet the spit can be like acid. To decide this you roll a d20 if 10 and lower its slimy/sticky if its 11 and above its acid. This can be used 5 time between short rests. Each time you use the spit you MUST reroll. 

Reactions

Reaction Name. SLIMY AND STICKY SPIT 

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 small to medium rat but instead of fur it has  scales and at the end of its tail there's a blade that looks like the end of a spear.

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.

Monster Tags: beast companion

Habitat: Forest

Pinksiren

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