Forced Obscurity. The Cameroth's form forces any who perceive it to make a Wisdom saving throw DC 22. On a failure, the Cameroth can't be perceived by the target and the target's mind forces it to visualize something that makes sense instead. On a successful save the target has disadvantage to perceive the Cameroth and on attacks against it. A creature that saves against this effect must remake the save if it loses sight of the Cameroth for more than 5 minutes.
Incorporial Movement. The Cameroth can move through creatures and solid objects that have not been protected by the Hallow or the Protection from Evil/Good spells or similar magic. If the Cameroth ends its movement inside an object it takes 1d6 force damage.
Ethereal Traveler. The Cameroth can, as a bonus action, fold a pocket of the material plane around itself and force it through into the Ethereal plane. While traveling in this way, the Cameroth and anything it is carrying is still effected by any ongoing conditions or spells but cannot be targeted by new ones that originate outside the bubble it has formed. The Cameroth can undo this bubble as a bonus action. The Cameroth cannot use its Incorporial Movement while traveling in this manner.
Multi-Attack. The Cameroth uses its Howl of the Void ability if available and then makes 4 Essence Drain attacks.
Howl of the Void. Recharge (d6) 6. The Cameroth lets out a howl that shatters weak minds. All creatures within 120 ft., must make an Intelligence saving throw DC 20. On a failure, the creature takes 38 (8d8 + 12) psychic damage and becomes incapacitated for 1d4 rounds or until an action is used to wake the target or the target takes damage. If a creature fails this save by 5 or more, the duration changes to 1d4 minutes. On a save, creatures take half damage and are not incapacitated. Creatures that cannot perceive the Cameroth have disadvantage against this effect.
Essence Drain Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 16 (2d6 + 8) piercing damage and the target must make a saving throw determined randomly by rolling a d6 DC 18, losing 1d4 stat points of the stat rolled. STR 1, DEX 2, CON 3, INT 4, WIS 5, CHA 6.
Jaunt. Bonus Action. Recharge (d6) 5-6. The Cameroth folds in on itself and teleports to a space within 200ft of it.
Shade Form. The Cameroth surrounds itself with a black mist granting it 25 temporary hit points and a +2 bonus to AC that lasts for 1 minute. The Cameroth cannot use this ability again until it has taken a short or long rest.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
A Cameroth is the result of demon lords corrupting their own underlings with the essence of the endless abyss. If the demons survive the creation process, they become walking anchors of the abyss that seek to drain the very souls of the material plane. When witnessed, they resemble large black and tattered sheets of cloth that bear four withered arms that end in hands of long needle-like fingers.
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.
Previous Versions
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9/13/2020 7:24:11 PM
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26
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1.0
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Coming Soon
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2/24/2021 5:36:30 PM
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27
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1.1
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Coming Soon
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