Tiny Beast, Unaligned
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., Fly 10 ft.
STR
2 (-4)
DEX
16 (+3)
CON
12 (+1)
INT
3 (-4)
WIS
10 (+0)
CHA
3 (-4)
Damage Resistances Poison
Condition Immunities Poisoned
Senses Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Marked for Death. As long as a creature has at least one Poison Mark, it is poisoned and it must make a DC 15 Constitution saving throw each hour, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. Also on a success, the target loses one Poison Mark. A Poison Mark an be removed by the protection from poison spell or similar magic. A creature with 6 or more Poison Marks fails prone at the start and end of each of its turns.

Actions

. Enter the description for your action.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. Also on a failure, the target gains one Poison Mark. 

Spit. RangedWeapon Attack: +5 to hit, range 15/30 ft., one target. Hit: The target must make a DC 13 Constitution saving throw, taking 2 (1d4) poison damage on a failed save, or half as much damage on a successful one. Also on a failure, the target gains one Poison Mark.

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.

Habitat: Desert

phantomwillow94

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