Medium Humanoid (Dwarf), Chaotic Neutral
Armor Class 10 unarmored
Hit Points 26 (4d8 + 8)
Speed
STR
12 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
8 (-1)
WIS
8 (-1)
CHA
7 (-2)
Senses Darkvision 60 feet, Passive Perception 9
Languages Common, Dwarvish
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions

Grovel. The vagren throws itself at the mercy of its attacker, or faints in hopes it will be ignored. Opponent must make a DC 10 Wisdom save versus charm/enchantment magic to continue battling.  Otherwise, its opponent takes pity on the gully dwarf and will not attack it for 1d6 rounds.

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., 1 target. Hit: 3 (1d4 + 1) piercing damage. 

 

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.

Previous Versions

Name Date Modified Views Adds Version Actions
12/30/2023 9:09:37 PM
19
2
1
Coming Soon
Bruce_the_Barbarian

Comments

Posts Quoted:
Reply
Clear All Quotes