Medium Humanoid, Chaotic Evil
Armor Class 15 Natural Armour
Hit Points 70 (10d12)
Speed 30 ft., Climb 20 ft.
STR
17 (+3)
DEX
8 (-1)
CON
18 (+4)
INT
8 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +6
Skills Perception +5, Survival +5
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison
Condition Immunities Blinded, Poisoned
Senses Blindsight 5ft (blind beyond this radius), Tremorsense 30ft, Passive Perception 15
Languages no languages
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Echolocation. Any creature that moves at full speed within 30 ft of the clicker must make a contested dexterity (stealth) check vs the clickers wisdom (perception) check. On a failure the clicker knows the targets location until the end of its next turn, at which point the clicker loses vision if the target is more than 30ft away.

Once per turn as a bonus action, the clicker can let out an unnerving shriek of clicking sounds in order to detect other creatures. All creatures within 30ft of the clicker, and not behind cover, are immediately detected and have their locations revealed until the end of the clickers next turn, at which point the clicker loses sight of all creatures more than 30ft away.

 

Actions

  

Swipe. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 3) slashing  damage. On a hit the target becomes grappled (escape DC 15) and must make a DC 16 constitution saving throw or become infected. While infected the creature has 24 hours since the time of infection to be cured by magic such as Lesser Restoration or similar. After 24 hours the creature can only br cured by magic such as Greater Restoration or similar. After the first 24 hours of infection the infected creature has 1d6 days to cure its  infection or die after which the creature resurrects as another Clicker if it was a humanoid (medium) after another 24 hours

Bite. Melee Weapon Attack: can only be used on a grappled creature +6 to hit, reach 5ft., 1 target. Hit: 12 (3d8) piercing  damage. On a hit the target must make a DC 16 constitution save or become infected. The target has disadvantage on this save

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.

mortis09627

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