Small unknown, Chaotic Good
Armor Class 11
Hit Points 8 (1d8 + 2)
Speed
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
7 (-2)
CHA
13 (+1)
Saving Throws STR +5
Senses Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

None 

Actions

Growl

Action Melee Attack. Power-up punch: +3 to hit, reach 5 ft., 1 target. Hit1 # (1d4+ 3)  damage. 

Bind: if an opponent fails a strength saving throw(DC 12) they are not only restrained but until they succeed they take 1d4 damage every turn they don’t escape.

Bonus Actions

Mach punch: 1d4 damage, +5

Reactions

Limber: This Pokémon cannot be paralyzed 

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

None

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.

JazzyGnomeMaster

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