Medium Monstrosity, Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 19 (19d8 + 6)
Speed
STR
15 (+2)
DEX
12 (+1)
CON
15 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
5 (-3)
Damage Immunities Fire
Senses Passive Perception 11
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Belch. (1 per day) The Belcher exhales a highly flammable gas in a 20ft radius sphere. The cloud spreads around corners. The cloud lingers in the air for 1 minute. IF the gas is ignited, any creature within the cloud must make a DC 11 Dexterity saving throw, Taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. The gas cloud disappears after it is ignited in this way. 

Claws. Melee Weapon Attack: +4 to hit, reach 5ft. One target only.  Hit: 6 (1d8+2) slashing damage.

Ignite.  The belcher exhales fire. A creature within 5 feet must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save. 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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

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.

AnotherDisaster

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