Medium Monstrosity, Lawful Neutral
Armor Class 14 Natural armor
Hit Points 35 (5d10 + 5)
Speed 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
8 (-1)
WIS
10 (+0)
CHA
11 (+0)
Saving Throws STR +4, DEX +6
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft, Passive Perception 14
Languages Common Only simple greetings. Cannot hold a conversation, doesn't understand speech, can only replicate it. Can speak, but not understand, common. Can say simple greetings, but not know what it means.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Stalker: Bridgemen have advantage checks on Dexterity(Stealth) 

Privacy: Any checks made to discern the Bridgeman's identity or intentions fail, making them seem as normal as can be. 

Actions

Multiattack. The Bridgeman takes two claw attacks

Claw Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 2) slashing damage. DC 13 Con save or be poisoned. At the beginning of a poisoned creatures turn, repeat con save. On success, the condition goes away, on failure, you take 1d4 poison damage

Quiet Fighter. The Bridgeman can hide mid combat, becoming invisible to poisoned creatures and making a stealth roll to others. 

Bonus Actions

Frightening Stare. as a bonus action, the Bridgeman can force a target to make a DC 13 wisdom save or be frightened of it until its next turn. the Bridgeman can only use this once per target. 

Reactions

 Opportunity Attack. When a creature leaves the monster's melee attack range, The Bridgeman can make an attack.

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

Wears thick clothes until it strikes, letting it's long face and neck stretch out. Has claws on the tips of its finger and needle like teeth.

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.

Monster Tags: Misc Creaturehumanoidmonstrosityambusher

spicycrossant

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