Pit shift. As long as the Abominable Skullk remains in its lair , it can use its movement to disassemble at one place in the pit and reassemble in another place in the pit. This movement would not provoke opportunity attacks.
Hitting the floor. If the loose bones in the pit are targeted specifically the Abominable Skullk take one quarter of the damage (AC 14). AOE spell effects treat the pit and the Skullk as one unit. This means the Skullk only takes damage 1-time per AOE.
Multiattack. The Abominable Skullk makes three attacks: three with its claw
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Back To Bones. when the Abominable Skullk is targeted with a weapon attack, the Skullk can use its reaction To use its Pit Shift trait. This use of the trait causes the initial attack to automatically miss.
Two legendary actions
Skeletal spawn (Costs 2 Actions). . On each turn the Abominable Skullk summons 1d4 Skeletons with the modification that each only has 1d4 health and they lack the vulnerability to bludgeoning damage. Every HP point of the skeletons is deducted from the current HP of the Abominable Skullk. The Skeletons can emerge from anywhere as long as it within its lair.
Description
The Abominable Skullk hides in dark caves which they cover in bones. The Abominable Skullk assembles the bones into a body which they use to kill creature, from which they get more bones.
credit for this monster goes to pyrokay. this is just a modified version. link to the original :www.dndbeyond.com/monsters/552197-abominable-skullker
Lair and Lair Actions
The Abominable Skullk hides in dark caves. They prefer small rooms up to 40 feet which they cover in a layer of bones from their enemies. They disassemble their bodies and hide in the pit of bones. When they emerge the bones assemble in the shape of a large monstrosity.
Lair Effects
Difficult terrain. The pit of bones is considered difficult terrain. This does not apply to skeletons or the Abominable Skullk.
Sharp Bones. Creatures other than the Skullk or its skeletons that fall prone take 1d4 piercing damage
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 Skullk dies, these effects fade over the course of #d# days.
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