Armor Class
13
Medium
Hit Points
26
(2d10 + 6)
Speed
30 ft.
STR
14
(+2)
DEX
14
(+2)
CON
16
(+3)
INT
10
(+0)
WIS
11
(+0)
CHA
13
(+1)
Saving Throws
STR +4, CON +5
Skills
Athletics +5, Intimidation +4
Senses
Passive Perception 10
Languages
Common
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
Actions
Melee. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+2 bludgeoning damage
Burst Rifle. Ranged Attack: +6 to hit, range 60/180 ft., one target. Hit: 1d10 + 2 piercing damage
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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