14 (hide armor)
18 (4d6+4)
walk 30 ft., climb 30 ft.
Athletics +4, Stealth +4
darkvision 60 ft.
Undercommon
1/2
The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep.
While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.
The chitine ignores movement restrictions caused by webbing.
The chitine makes three attacks with its daggers.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
14 (hide armor)
18 (4d6 + 4)
walk 30 ft., climb 30 ft.
Athletics +4, Stealth +4
darkvision 60 ft.
Undercommon
1/2
+2
The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep.
While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.
The chitine ignores movement restrictions caused by webbing.
The chitine makes three Dagger attacks.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.