Armor Class
13
Natural Armor
Hit Points
3
(1d4 + 1)
Speed
30 ft., Climb 30 ft.
STR
3
(-4)
DEX
20
(+5)
CON
8
(-1)
INT
5
(-3)
WIS
12
(+1)
CHA
10
(+0)
Saving Throws
DEX +7
Skills
Acrobatics +5, Perception +3, Stealth +3
Damage Resistances
Poison
Condition Immunities
Charmed
Senses
Tremorsense 120 ft. Trees only, Passive Perception 13
Languages
--
Challenge
0 (10 XP)
Proficiency Bonus
+2
Traits
Small Target. The Squirrel can take the disengage action as a bonus action on it's turn.
Climber. The Squirrel is capable of climbing most surfaces that aren't considered "Smooth".
Actions
Teleport (Recharge 1d4+1). The squirrel magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the squirrel can make one attack as a bonus action.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 2 piercing damage.
Jump. Maximum jump of 40ft. Drops 1 ft in height for every 4 ft in length.
Description
In the treetops, unseen by many, lurks the chittering, skittering death.
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Posted Dec 20, 2020The recharge on teleport doesn’t make sense to me, for example on the blink dog it take (Recharge 4-6) which means you roll a d6 if you get a 4, 5, 6 it recharges. How does a d4+1 recharge work?
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Posted Apr 8, 2021Wow, don't know how i missed that. I think originally I wanted to have a number of charges a day and the d4 was for how many charges he got back after a long rest, but I guess I forgot to add in the amount of charges or I changed my mind half-way?? I'm not sure.