"This subterranean creature is yellow and frog-like humanoid with huge eyes that shine like searchlights. While in repose, the beast keeps its eyes 'turned off by means of an extra eyelid; however it can 'attack' instantaneously by opening its eyes, and its acute sense of hearing will usually indicate to it the direction of its 'target'.
The creature is coloured in varying shades of yellow, the darker shades on its back contrasting with lighter shades on its underbelly. If the eyes of a dead blindheim are opened, they are seen t o be a dull gold in colour."
Small monstrocity, chaotic evil
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Hit Points 18 (4d10 + 4)
Speed 45 ft.
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Str Dex Con Int Wis Cha
14 (+2) 16 (+3) 11 (+0) 5 (-3) 10 (+0) 3 (-4)
14 (+2) 16 (+3) 11 (+0) 5 (-3) 10 (+0) 3 (-4)
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Skills Stealth +5
Condition Immunities blinded, poison
Skills Stealth +5
Condition Immunities blinded, poison
Senses blindsense 60 ft. (blind beyond this radius),
passive Perception 9
passive Perception 9
Languages --
Challenge 1 (200 XP)
Challenge 1 (200 XP)
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Blinding Stare. The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. When a creature starts its turn within 30 feet of the blindheim and is able to see the blindheim's eyes, the creature must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that succeed on their save have advantage on their attack rolls against the blindheim as long as it using it's blinding stare.
Blinding Stare. The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. When a creature starts its turn within 30 feet of the blindheim and is able to see the blindheim's eyes, the creature must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that succeed on their save have advantage on their attack rolls against the blindheim as long as it using it's blinding stare.
Standing Leap. The frog's long jump is up to 40 feet and its
high jump is up to 20 feet, with or without a running start.
high jump is up to 20 feet, with or without a running start.
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ACTIONS
Vicious Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 23) piercing damage.
Vicious Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 23) piercing damage.
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