Spellcasting. The Bluecap is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Bluecap has following spells prepared:
Cantrips (at will): Mold Earth, Magic Stone, Minor (miner) Illusion
1st level (5 slots): Earth Tremor, Healing word, Silvery barbs
Multi-attack. The Bluecap attacks twice with its pick.
Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (2d4 + 3) Piercing damage.
Invisibility. The Bluecap casts invisibility on itself, requiring no spell components and using Wisdom as the spellcasting ability.
Spellcasting. The bluecap casts 1 spell.
Enter the description for how bonus actions work for your monster here.
Quick Burrow. The Bluecap delves into the ground below and reappears 20ft away. This does not provoke an opportunity attack.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
A monster based on the Bluecaps from Cornish mythology. These small humanoids work alongside miners, leading them to rich ore veins and warning of tunnel collapses.
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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