Small Fiend, Any Chaotic Alignment
AC 13 Leather    Initiative +2 (12)
HP 15 (2d8 + 2)
Speed 30 ft.
Mod Save
STR 8 −1 −1
DEX 15 +2 +4
CON 12 +1 +3
Mod Save
INT 14 +2 +2
WIS 11 +0 +0
CHA 16 +3 +5
Skills Acrobatics +4, Performance +5
Gear Viol, [Tooltip Not Found]
Senses Darkvision 60 feet; Passive Perception 10
Languages Common, Infernal
CR 1/2 (XP 100; PB +2)
Traits

Darkvision. The Firefiddle has Darkvision with a range of 60 feet.

Spellcasting. The Firefiddle is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The Firefiddle has the following Bard spells prepared (it also has some other miscellaneous spells):
Cantrips (at will): Minor Illusion, Vicious Mockery, Fire Bolt
1st level (2 slots): Burning Hands, Faerie Fire, Disguise Self, Charm Person

Poisoned Tail. (2/Day) The Firefiddle deals an extra 3 (1d6) poison damage on its Scorpion Sting attack.

Actions

Scorpion Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) piercing damage.

Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., 1 target. Hit: 5 (1d10) fire damage.

Reactions

Fiendish Fortune. (1/Day) Trigger: The Firefiddle is hit by an attack that is not a Critical Hit. Response: The attack misses the Firefiddle, and a creature of its choice within 5 feet of it takes 5 force 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.

Description

Firefiddles wield only their own scorpion tails and the devastating destructive magic of their magical viols.

They are most often Ashborns, short creatures with wicked stingers, crafty minds and horns like devils. Their skin tones often range from blood red to ash grey.

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.

Monster Tags: fiend

Habitat: Any

tgtoledo12

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