Tiny Beast, Unaligned
Armor Class 12 Natural Armor
Hit Points 10 (4d4)
Speed 20 ft., Climb 10 ft.
STR
3 (-4)
DEX
14 (+2)
CON
10 (+0)
INT
16 (+3)
WIS
18 (+4)
CHA
5 (-3)
Skills Perception +16
Senses Darkvision 30 ft, Passive Perception 13
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Keen Smell. The book worm has advantage on Wisdom (Perception) checks that rely on smell.

Book Devour. If the book worm starts its turn with an adjacent creature grappled, it can use its action to make a bite attack. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the target is restrained, and the book worm can't bite another target.

Paper Shred. The book worm can shred paper and parchment as a bonus action, creating difficult terrain in a 10-foot radius around it.

Bookish Camouflage. The book worm has advantage on Dexterity (Stealth) checks made to hide in libraries, bookstores, or any area with a significant number of books.

Actions

Actions

Ink Spray (Recharge 5-6). The book worm sprays a cloud of ink in a 10-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is also blinded until the end of its next turn.

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

Senses darkvision 30 ft., passive Perception 13
Languages —
Challenge 1/4 (50 XP)



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.

Mechy2000

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