Confounding Nature. The Bean Gremlin automatically succeeds on all checks and saving throws unless it specifically chooses otherwise.
Elusive. The Bean Gremlin cannot be tracked, traced, or located against its will.
Charge. Melee Weapon Attack: +100 to hit, reach 5 ft., infinite targets. Hit: 10 (2d10 + 3) force damage. On a hit, the target is pushed 10 feet away in a direction of the Bean Gremlin's choice. The damage overrides all immunities, resistances, or other effects that might change the value.
Beans, Brother, Beans. The Bean Gremlin utters the words 'beans' and takes any container, box, bag, or other item containing at least 1 bean within 5 feet (this includes loose beans). The actual action of taking the item(s) is not visible to others, regardless of their abilities, bypassing truesight, darkvision, or any similar ability. The Bean Gremlin can take as many items as it wishes, so long as they contain at least 1 bean.
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
Confounding and mysterious beasts that have eluded every attempt to capture, contain, or stop them, Bean Gremlins—also known as Bean Runners, Bean Boys, or simply Beans—are bipedal creatures that steal beans between 2 and 3 AM exactly. These creatures always appear at 2 AM and are completely gone by 3. They are bipedal, but lack visible joints. They have no arms, their legs leading directly to a torso and a thin neck. The creatures have a head vaguely resembling that of a unicorn, with a horn, snout, 'hair,' and animalistic ears, despite having no apparent connection to equines at all. The creatures appear to originate from the Wellman Forest, although due to their inability to be tracked, that fact is impossible to confirm for sure.
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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