| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 16 | +3 | +3 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 11 | +0 | +0 |
Cunning Action. The cahloki can take the dash, disengage, or hide action as a bonus action on each of its turns.
Multiattack. The cahloki makes two attacks: one with its hatchet and one with its crossbow.
Hatchet. Melee Weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Hand crossbow. Ranged Weapon attack: +5 to hit, range 30/120 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Yip. the cahloki let's out a loud, sharp yip to rally and coordinate its allies. The effect of the yip depends on the number of cahloki that use their return yip reaction in response.
• no return yip: all cahloki within 30 ft. Of the original yipping cahloki gain +2 bonus to their next attack roll or saving throw before the end of their next turn.
•1 return yip: in addition to the base effect, all cahloki within 30 ft. Of the original yipping cahloki can move up to 10 addition ft. Without provoking attack of opportunity.
•2+ return yips: in addition to the effects of nowhere return yip and 1 return yip, all cahloki within 30 ft. Gain temporary hit points equal to 1d6 + the number of cahloki that used return yip.
Return yip. When a chaloki within 30 ft. Uses its yip action, another cahloki can use its reaction to return the call. A return yip enhances the effect of the original yip, as described above.
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 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.
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.
Comments