AC
12
Natural Armor
Initiative
+2 (12)
HP
5
(2d4)
Speed
25 ft., Walk 25 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 14 | +2 | +2 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 14 | +2 | +2 |
| CHA | 12 | +1 | +1 |
Skills
Perception +4, Stealth +4
Senses
Darkvision 60 ft.; Passive Perception 14
Languages
Common
CR
0 (XP 10; PB +2)
Traits
Familiar.
Wallow is a familiar and follows the normal rules for familiars.
Actions
Inconvenient Presence.
Creatures within 5 feet of Wallow cannot benefit from advantage on Dexterity (Stealth) checks. This is not a magical effect.Harmless Distraction.
Once per turn, when a creature Wallow can see makes an attack roll against a creature other than Wallow's summoner, Wallow imposes a −1 penalty to the attack roll (no action required).Unassuming Anchor.
While Wallow is within 30 feet of its summoner and conscious, the summoner can reroll one d20 roll per long rest, keeping the new result.Description
Wallow is a tiny panda spirit familiar: soft, quiet, and oddly always in the way at exactly the right time.
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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