| 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 |
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.
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 1d6+4 Piercing damage.
Cunning Action: The Raccoon can take the Dash, Disengage or Hide actions as a bonus action.
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.
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.
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