AC
17
(natural armor)
Initiative
+2 (12)
HP
70
(5d12 + 10)
Speed
50 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 16 | +3 | +3 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 9 | −1 | −1 |
| CHA | 16 | +3 | +6 |
Skills
Perception +4
Immunities
Charmed
Gear
4 Daggers
Senses
Passive Perception 13
Languages
Common
CR
6 (XP 2,300; PB +3)
Traits
Charge. If the Llama moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Actions
Ram. Melee Attack Roll: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Daggers. Melee Weapon Attack Roll: +5, reach 10 ft. 2d6 + 3 piercing damage plus 1d6 poison damage
Fire-Spitball. Ranged Attack Roll: +5, reach 60 ft. 1d4 piercing plus 1d6 fire damage
Description
Bad Llama sails "the seven seas" to be able to sell his items to the people of all lands. He is probably high.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/17/2026 8:04:00 PM
|
3
|
0
|
--
|
Coming Soon
|
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