Medium Construct, Neutral Evil
AC 11 Thin Cardboard    Initiative +0 (10)
HP 22 (4d8 + 4)
Speed 25 ft.
Mod Save
STR 12 +1 +1
DEX 10 +0 +2
CON 12 +1 +1
Mod Save
INT 8 −1 −1
WIS 10 +0 +0
CHA 12 +1 +1
Skills Intimidation +3
Vulnerabilities Fire
Resistances Piercing from nonmagical attacks
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 10
Languages Common
CR 1 (XP 200; PB +2)
Traits
  1. Flat and Creepy: Pete’s flat, cartoonish form allows him to squeeze through spaces as small as 1 inch wide.

  2. Ink Drip Aura (Limited): The area within 5 feet of Pete becomes slippery with ink, forcing creatures that start their turn there to succeed on a DC 10 Dexterity saving throw or fall prone. Pete can maintain this effect for up to 3 rounds per encounter.

 
Actions

  • Slam Attack:

    • Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

    • Hit: 7 (1d8 + 1) bludgeoning damage.

  • Cardboard Flap (Recharge 6):

    • Pete flaps his sharp edges, forcing all creatures within 5 feet to make a DC 10 Dexterity saving throw. On a failure, they take 5 (1d10) slashing damage.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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

Mythic Action Name. 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

  • Pete relies on his eerie Flat and Creepy trait to escape tight spots, squeezing through cracks to surprise players.

  • His attacks are simple but unsettling, providing a mix of challenge and atmospheric tension for a lower-level party.

 

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.

Khaos87NC63923

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