Small Aberration
AC 10    Initiative −1 (9)
HP 12 (2d4)
Speed 40 ft.
Mod Save
STR 7 −2 −2
DEX 10 +0 +0
CON 6 −2 −2
Mod Save
INT 4 −3 −3
WIS 9 −1 −1
CHA 15 +2 +2
Immunities Frightened
Senses Tremorsense Can sense you from 60 feet; Passive Perception 1
Languages None
CR 1/4 (XP 50; PB +2)
Actions

 

Leech. Melee Attack Roll: +1 to hit, reach 5 ft., 1 target. Hit: 1 (1d4 + 2) [Leeching] damage.

Spit. Ranged Attack Roll: +2 to hit, range 10/20 ft., 1 target. Hit: 3 (1d4 + 2) [Acidic] damage.

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

They look like grubs nothing like the adults

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.

Previous Versions

Name Date Modified Views Adds Version Actions
12/18/2025 6:48:22 PM
0
1
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Coming Soon

Habitat: Underdark

Fireballuser3535

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