Armor Class
10
Hit Points
14
(2d6 + 3)
Speed
20 ft.
STR
6
(-2)
DEX
6
(-2)
CON
16
(+3)
INT
4
(-3)
WIS
14
(+2)
CHA
12
(+1)
Damage Vulnerabilities
Radiant
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Acid, Poison
Senses
Darkvision 60ft, Passive Perception 12
Languages
--
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Sunlight Sensitivity. While in sunlight, the agarnid has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Bioluminescence. Emits 5ft radius of dim light.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) acid damage plus an additional 4 (1d6) poison damage. Target must make a DC 13 CON save or be poisoned until the agarnid's next turn.
Description
Agarnids are quadruped cloven hooved jelly canids. They live underground in moist caves and are bioluminescent. Their entire bodies are transparent except their skeletons. They scavenge molds, carrion, and other substances for food.
Art by @CharcoalCharmie
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