AC
12
Initiative
+2 (12)
HP
3
(1d6)
Speed
30 ft., Climb 30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 14 | +2 | +2 |
| CON | 11 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 12 | +1 | +1 |
| CHA | 6 | −2 | −2 |
Senses
Passive Perception 11
Languages
None
CR
0 (XP 10; PB +2)
Traits
Pack Tactics. The Clockwork Monkey has Advantage on an attack roll against a creature if at least one of the Clockwork Monkey's allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Actions
Bite. Melee Attack Roll: +1, reach 5 ft. Hit: 1 (1d4 - 1) Piercing damage.
Cymbal Smash. As an action, the Clockwork Monkey can smash her cymbals together. All creatures within 5 feet of her must make a DC[11] Constitution saving throw. On a failed save the creature takes 9 (2d8) Thunder damage and is pushed 10 feet away from her. On a successful save, the creature takes half as much damage and is not pushed.
Comments