Armor Class
8
Natural Armor
Hit Points
11
(1d10 + 1)
Speed
20 ft., Bounces/Jumps
STR
12
(+1)
DEX
16
(+3)
CON
13
(+1)
INT
1
(-5)
WIS
3
(-4)
CHA
1
(-5)
Damage Resistances
Acid
Damage Immunities
Poison
Condition Immunities
Poisoned
Senses
Blindsight 50 ft., Passive Perception 6
Languages
--
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Actions
Jump. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 acid damage and 3 piercing damage.
Spike Burst. Ranged Weapon Attack: +3 to hit, range 15 ft., one target. Hit: 1d4+2 piercing damage.
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.
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