Evasion: If the ferret is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Share Senses (1/Day): As an action, the ferret can establish a telepathic link with its master. The master can use its action to see and hear from the ferret's perspective until the start of the master's next turn. The ferret's visual and auditory acuity allows the master to see and hear in dim light as if it were bright light and hear sounds up to 60 feet away.
Keen Smell: The ferret has advantage on Wisdom (Perception) checks that rely on smell.
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Enter a general description for your monster here.
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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