Armor Class
13
(Natural armor)
Hit Points
20
(3d8 + 6)
Speed
30 ft.
STR
15
(+2)
DEX
13
(+1)
CON
14
(+2)
INT
5
(-3)
WIS
8
(-1)
CHA
10
(+0)
Skills
Perception +2
Damage Resistances
Bludgeoning
Damage Immunities
Cold
Senses
Passive Perception 12
Languages
Common But it can't read.
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Keen smell. The caveman has advantage in Wis (perception) checks that rely on smell.
Actions
Multi attack. The caveman makes 2 attacks with it's club.
Club. Melee weapons attack: +4 to hit, reach 5 ft, one target. Hit: 4(1d4+2) bludgeoning damage.
Knock. As a bonus action the caveman can use it's knock on a creature that is within 5 ft of it with it's club if it's medium or small. It must succeed in a dc 10 Con check or be knocked prone. On a 1 it is also stunned until the beginning of the caveman's next turn.
Comments