Alien Nature. Does not need to breathe, eat, drink, blink, or sleep.
The Bagorjamite can use a teleport action as a bonus action (9999999999 kilometre radius). If the hostile creature misses an attack by rolling a 5 or lower,-(if you roll a natural 5 or lower, you die no matter what your modifier is) -then the Bagorjamite will automatically teleport behind that creature and snap the opponent's neck, and it instantly dies.
Action Name. at the start of each of the Bagorjamite's turns, it will use it's terrifying presence, a hook-claw, and two hand attacks
Hooked Claw Attack. Melee Weapon Attack: +14 to hit, reach 27 ft., 3 targets. Hit: 20 (3d12 + 10) piercing damage. Hand attack. Melee Weapon attack +14 to hit, reach 27 ft., 3 targets. Hit: 20 (5d6+10) necrotic damage.
Devastating Blow. After the Bagorjamite teleports automatically behind a creature, then the creature will make a DC 24 dexterity saving throw, if failed, the creature will take 70 damage, and is knocked 5d20x2 feet away, if a success, then the creature will not get launched 5d20x2 feet away.
Terrifying Presence. Every creature within 60ft will have to make a DC 24 Wisdom saving throw, on a fail, the creature(s) will be paralyzed for 15 minutes, on a success, the creature(s) will be immune to the effect for the next 1 minute.
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Reaction Name. Devastating blow.
Enter the description for how legendary actions work for your monster here.
Teleport (Costs 1 Action). Range, 9999999999 kilometres.
Description
Bagorjamite is a being that teleports to random locations, where any sentient being it crosses will be destroyed, and eaten by being trapped in its hands and exposed rib cage. It can deliver devastating blows from behind, and has terrible, hooked hands, and extra-jointed, humanoid-like legs. it has a head that looks like a half- decayed human face, but from the mouth comes a 10 foot long tongue.
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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