Amphibious. COVID 20 can breathe air and water.
Mucous Cloud. While underwater, COVID 20 is surrounded by transformative mucus. A creature that touches COVID 20 or that hits it with a melee attack while within 5 feet of it must make a DC 15 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
Multiattack. COVID 20 makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Enslave (3/Day). COVID 20 targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically charmed by COVID 20 until COVID 20 dies, until it is dispelled, or until it is on a different plane of existence from the target. The charmed target is under COVID 20's control and can't take reactions, and COVID 20 and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the DC 15saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from COVID 20.
Strength Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 24 (6d6 + 6) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Legendary Reaction 3 time per encounter
This creature can choose to pass a failed saving throw.
COVID 20 can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. COVID 20 regains spent legendary actions at the start of its turn.
Detect. COVID 20 makes a Wisdom (Perception) check..
Channel Negative Energy (Costs 2 Actions). Poison magically unleashes negative energy. Creatures within 60 feet of Poison, including ones behind barriers and around corners, can't regain hit points until the end of Poison's next turn.
The COVID 15 (Recharge 5-6 Rounds. The creature disappears in a puff of dark spores and moves 30 feet in a straight line. All creatures within that line must make a DC 18 CON save or be encumbered for that creatures next 2 turns
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic 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.
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Posted Jan 9, 2021I’m in 2021 rn