Medium Humanoid (Human)
Armor Class 13
Hit Points 8 (2d4 + 2)
Speed 30 ft., Swim 15 ft., Climb 15 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 15
Languages --
Challenge 1/4 (50 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: +4 to hit, reach 5 ft., # target. Hit: 1 (1d6) slashing damage.

Shoot. Ranged Weapon Attack: +4 to hit, range 60/320 ft., 1 target. Hit: 1 (1d6) 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

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

Enter a general description for your monster here.

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

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