Small Beast, Chaotic Good
Armor Class 10
Hit Points 4 (1d6 + 1)
Speed 25 ft., Walk 30 ft.
STR
5 (-3)
DEX
12 (+1)
CON
6 (-2)
INT
7 (-2)
WIS
6 (-2)
CHA
12 (+1)
Damage Vulnerabilities Fire
Damage Resistances Necrotic, Radiant
Senses Passive Perception 15
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

 

subtle enchantments 

Players with a good alignment gain 1d4 temporary hitpoints feel happy and calm around the creatures

players with a neutral alignment are unaffected

players with a evil alignment feel sick and tired spending one hour with creature will give you a point of exhaustion 

innate spell casting 

This creature can cast charm person/minor illusion/detect magic at will 

 

 

 

 

Actions

 

deceased bite. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 4 (1d6 + 0) [necrotic] damage. 

 

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.

Description

Enter a general description for your monster here.

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.

The_dodgy_dm

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