Tiny Swarm of Tiny beasts, Lawful Neutral
Armor Class 12
Hit Points 3 (1d4)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
13 (+1)
INT
8 (-1)
WIS
10 (+0)
CHA
14 (+2)
Skills Intimidation +4
Senses Passive Perception 10
Languages common
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Amphibious. The bancho-gama can breathe air and water.

Standing Leap. The bancho-gama’s long jump is 20 feet and its high jump is up to 10 feet, with or without a running start.

Superiority Complex. The bancho-gama can’t take the Help action.

 

Actions

 

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

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.

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.

Bruh_10

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