Tiny Construct, Lawful Good
AC 12    Initiative +6 (16)
HP 15 (6d4)
Speed 50 ft.
Mod Save
STR 6 −2 −2
DEX 15 +2 +2
CON 10 +0 +0
Mod Save
INT 17 +3 +7
WIS 18 +4 +4
CHA 20 +5 +9
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Lightning, Necrotic, Psychic; Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision, Truesight; Passive Perception 18
Languages None
CR 1/4 (XP 50; PB +2)
Traits

Hive. Ebo's share a hive mind and can connect telepathically with each other to call for aid or send reports.

Spellcasting. Ebo can cast the following spells using Charisma as the spellcasting ability. (spell save DC 15, + 7 to hit with spell attacks)
At will: 

Actions

Quick-Calm-Down. Melee Attack Roll: +4, reach 5ft. Hit: 1 piercing damage and the target makes a saving throw. Con saving throw: DC 12. Failure: Target has the Paralyzed condition for 1 hour. Success: Target's move speed is halved until the end of their next turn and they have disadvantage on subsequent saves against this ability.

Help/Anti-Help. Can use the help action to gift advantage or disadvantage.

Bonus Actions

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

Reactions

Calm Emotions. 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

Ebos are created from the combination of Iris technology and the entity's ability to imbue the life soup.

Their primary objective is wish fulfillment and placation.

Very limited access to knowledge of inner working or what they are, they just are.

Cannot attack, will call for aid

 

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.

Habitat: Urban

Spooknood

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