Large unknown (Demon), Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 120 (1d12)
Speed 25 ft., Using it's elongated arms and legs the Wengre can quickly climb up objects , Walk 50 ft.
STR
20 (+5)
DEX
22 (+6)
CON
23 (+6)
INT
19 (+4)
WIS
15 (+2)
CHA
2 (-4)
Saving Throws DEX +10, CON +10
Damage Vulnerabilities Fire
Damage Resistances Cold, Poison
Condition Immunities Charmed, Frightened
Senses Darkvision, Passive Perception 15
Languages Abyssal
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Enter the description for your special trait.

Actions

Multiattack. The Wengre can make two swipe attacks

Swipe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 6) slashing damage. If the target is a creature it must succeed DC 16 Constitution saving throw or start to bleed. A bleeding target will take 1d6 + Constitution Modifier at the start of their turn. The bleeding can be stopped if the target makes a  DC 18 Constitution save at the start of their turn, they may also stop the bleeding if healed.

Leap. Melee Weapon Attack: +5 to hit, reach 50ft., one target. Hit: 15 (3d6 + 4) bludgeoning damage. The target must succeed DC 15 Dexterity Saving throw or become Grappled. The Wengre also becomes prone.

 

Legendary Actions

Feast (Costs 1 Actions). The Wengre can use a bonus action to feast on a humanoid corpse gaining lost hit points depending on it's hosts level.

Howl (Costs 1 Actions). The Wengre lets out as demonic howl around itself causing all creatures within 30ft to try a and succeed 12 Wisdom d20 saving throw or become Frightened.

Mythic Actions

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

The Wengre has no true form, instead it uses a human vessel to bring its power into the mortal plane. The human vessel themselves tend to have parts of their body scratched out to have the look of a large skinny man (Normally around 8 feet tall). The human vessel become the Wengre's "Host".

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.

Monster Tags: Demonhumanoidmonstrosity

Llamalegs