Large Monstrosity, Chaotic Evil
Armor Class 18 Flesh armor
Hit Points 156 (15d12 + 16)
Speed 45 ft., walk 35 ft.
STR
20 (+5)
DEX
16 (+3)
CON
15 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +10, DEX +8
Skills Athletics +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision, Passive Perception 11
Languages Abyssal, Common
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Toxin immunity: The creature is immune to all poison and acid attacks that would effect it.

 

Actions

Claws. Melee Weapon Attack: +8 to hit, reach 8 ft., 1 target. Hit: 23 (4d8 + 5) slashing damage, and 18 (3d6) acid damage

Toxic Bite: Melee weapon attack: +8 to hit, reach 5 ft, 1 target. Hit: 8 (1d6+5) piercing damage and 27 (5d10) acid damage.

Acid Spray: RangedWeapon Attack: +6 to hit, range 40/80 ft., 3 target. Hit: 17 (4d6 + 3) acid damage

 

Reactions

Disengage: The creature can exit combat without provoking opportunity attacks.

 

Description

There is nothing more scary than a flying goblin, that can kill anything in its path with a single, toxic bite. This creature roams the skys and even Wyverns, whose poisonous sting has no effect on these creatures, fear the Acyer, knowing that one day, it will be the true ruler of the skies.

Horrid Transformations: When the Acyer were created, some still continued their horrific transformations, and some of them turned to become the first winged Acyer's. some died from the transformation, but some live on to bring punishment and pain to the humans that did this to them.

Distinct Tracks: The Acyer leave terittorial signs around their area, usually a swamp or corrupt woodland, by singing trees with demonic symbols of death and pain, showing what would happen if an unfortunate traveler would come around here. It's nest and home is made out of woven flesh and bones, and they are usually friends with hags.

Dwarvish Fear: These creatures could easily defeat a dwarf, but when there is numbers amongst the ranks, they will not attack unless forced to or if they tread into it's territory.

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.

A1SAUCE4EVER

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