Small Monstrosity, Unaligned
Armor Class 12
Hit Points 15 (3d6 + 3)
Speed 35 ft., hoping only
STR
14 (+2)
DEX
15 (+2)
CON
13 (+1)
INT
4 (-3)
WIS
11 (+0)
CHA
6 (-2)
Saving Throws DEX +4
Skills Acrobatics +0
Senses Passive Perception 1
Languages can not speak but understands common
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

frenzy of the chihuahua. when the Chihuroo has less than half of its max HP remaining all of the chihuroos attacks deal an extra die of damage.

Actions

Multiattack. A Chihuroo makes a bite attack, and if it hasn't moved it can also make a kick attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) piercing damage.

Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+2) bludgeoning damage. The target must make a DC 12 Constitution or be knocked prone

Bonus Actions

jump of the kangaroo. The chihuroo can cover 25 feet in one jump action, the movement from this trait doesn't provoke opportunity attacks. 

Reactions

Reaction Name. Enter the description for your 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.

harlfbloodarmy

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