Dinko
DINKO
Tiny beast, unaligned
Armor Class 11 (natural armor)
Hit Points 7 (3d4)
Speed 30 ft.
STR DEX CON INT WIS CHA
2 (-4) 18 (+4) 10 (+0) 1 (-5) 12 (+1) 8 (-1)
Saving Throws Dex +6
Skills Stealth +6
Condition Immunities poisoned
Senses passive Perception 11
Challenge 1/4 (50 XP)
Armor Class 11 (natural armor)
Hit Points 7 (3d4)
Speed 30 ft.
STR DEX CON INT WIS CHA
2 (-4) 18 (+4) 10 (+0) 1 (-5) 12 (+1) 8 (-1)
Saving Throws Dex +6
Skills Stealth +6
Condition Immunities poisoned
Senses passive Perception 11
Challenge 1/4 (50 XP)
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage plus 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be shocked until the start of the dinko's next turn. Toxic Spray (Recharge 5-6). The dinko spits poisonous liquid in a 10 foot cone in front of it. Each creature in the area must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for 1 minute. On a successful save, a creature takes half damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of their turn, ending the effect on a success. A creature that succeeds on the saving throw is immune to being poisoned in this way again for 24 hours.
Geographic Distribution
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