| Mod | Save | ||
|---|---|---|---|
| STR | 1 | −5 | −5 |
| DEX | 15 | +2 | +2 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 14 | +2 | +2 |
| CHA | 16 | +3 | +3 |
Cowllusion. The cahoot gains a bonus to ability checks equal to the number of other Cahoot within 60 feet of it.
Flyby. The cahoot doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The cahoot has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Shadow-Born. While in dim light or darkness, the cahoot can take the Disengage or Hide action as a bonus action on each of its turns and has advantage on Dexterity (Stealth) checks,
Tiny Talons. melee Weapon Attach: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Memory Lapse. If a creature is within 60 feet of the cahoot makes an Intelligence check, the cahoot can influence the roll by adding 1 to it or subtracting 1 from it. The cahoot must do so after the creature rolls the die, but before the outcome is determined. If it does and the creature's Intelligence check fails by 5 or more, the cahoot deals 1 psychic damage to it and the creature isn't aware of this effect as well as the source of the damage.
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
A subtle silhouette hopping from tree to tree, shimmering eyes watching from above, inaudible whispering filling the minds of the wandering adventurers. The cahoot is a quite sinister creature inhabiting regions wherever dark forests cast their shadows over secluded villages. Only a few know too well to avoid the overgrown paths. Most travelers, however, gravely underestimate the dangers. After all, a cahoot never schemes alone…
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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Posted Jan 15, 2026big thanks to:
The Fluffy Folio
who came up with the idea and card
https://pin.it/2gKAmBqd3