Medium Monstrosity, Neutral Evil
Armor Class 13 Natural
Hit Points 38 (7d8 + 7)
Speed
STR
14 (+2)
DEX
12 (+1)
CON
13 (+1)
INT
6 (-2)
WIS
11 (+0)
CHA
8 (-1)
Saving Throws STR +4
Damage Vulnerabilities Bludgeoning
Condition Immunities Blinded, Charmed
Gear Hook
Senses Passive Perception 10
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Guiding Call (Recharge 5–6).
All beasts within 30 ft may move up to half speed as a reaction.




Actions

Hooked Staff. +4 to hit, reach 10 ft.
Hit: 6 (1d8+2) bludgeoning.

Bell Shudder (1/day).
All creatures within 10 ft make DC 11 Wis save or be frightened until the end of next turn.




Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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

A twisted patch-work shepherd with a crook hanging a rusted bell. You cannot quite see the face nor would you want to.

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.

DickensB

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