Small Construct
AC 14 Natural Armor    Initiative +4 (14)
HP 15 (2d10 + 2)
Speed
Mod Save
STR 10 +0 +0
DEX 18 +4 +6
CON 14 +2 +4
Mod Save
INT 8 −1 −1
WIS 15 +2 +2
CHA 10 +0 +0
Skills Sleight of Hand +8, Stealth +6
Immunities Unconscious
Senses Passive Perception 16
Languages None
CR 1/8 (XP 25; PB +2)
Traits

Fast Hands: The Raccoon has Expertise in Sleight of Hand (+8 bonus), and can use tools to make dexterity checks.

Clockwork Heart: The Clockwork Raccoon will shut down after 10 minutes of use and will need to recharge. The Clockwork Raccoon will be available again after a long rest. 

Actions

Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 1d6+4 Piercing damage.

Bonus Actions

Cunning Action: The Raccoon can take the Dash, Disengage or Hide actions as a bonus 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.

Nedora

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