Medium Humanoid (Human)
Armor Class 12 plate
Hit Points 5 (1d6 + 2)
Speed 30 ft., Swim 15 ft., Climb 15 ft.
STR
12 (+1)
DEX
13 (+1)
CON
13 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
10 (+0)
Senses Passive Perception 15
Languages Common
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

New soldier: At the start of combat, this creature makes a charisma saving throw (13) or will gain fearful for 3 turns.

 

Actions

Sword stab. Melee Weapon Attack: +3 to hit, reach 5 ft., # target. Hit: 1 (1d4 + 1) slashing damage.

Shoot. Ranged Weapon Attack: +3 to hit, range 60/320 ft., 1 target. Hit: 1 (1d4 + 1) piercing damage.

Bonus Actions

Guard up. Using this bonus action gives +2 AC until end of turn.

Reactions

Strike back. If attacking creature misses, this creature can use reaction to do 1d4 damage.

Legendary Actions

.

Description

just an average dude.

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.

MLB_GOAT

Comments

Posts Quoted:
Reply
Clear All Quotes