Medium Celestial
Armor Class 11 Natural
Hit Points 13 (2d6 + 6)
Speed
STR
9 (-1)
DEX
13 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
14 (+2)
CHA
11 (+0)
Senses Passive Perception 14
Languages Celestial, Understands common but can't speak it
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) [piercing] damage.

Spellcasting. The [Charmosh] is a 1-level spellcaster. Its spellcasting ability is [wisdom] (spell save DC 13, +4 to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [Druidcraft], [Gust]
1st level (1/day each): [Goodberry], [Barkskin]

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

Enter a general description for your monster here.

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.

EINSAMSEELE

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