Armor Class
13
leather Armor
Hit Points
15
(2d8 + 6)
Speed
30 ft.
STR
14
(+2)
DEX
12
(+1)
CON
16
(+3)
INT
11
(+0)
WIS
11
(+0)
CHA
10
(+0)
Senses
Passive Perception 10
Languages
common, Mithal
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Dark Devotion. The claw of Fenrir has advantage on saving throws against being charmed or frightened.
Actions
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
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.
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