Legendary resistance (3/day). If the monster fails a saving throw, it can choose to succeed instead.
Regeneration. The monster regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water.
Climbing. Monstrosity can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free
Multiattack. Monstrosity performs 3 attacks: 2 with hands and 1 with spike
Hand attack. Melee Weapon Attack + 10, 5 ft reach. 8 Bludgeoning damage
Tentacle. Melee Weapon Attack + 10, 20 ft reach. 27 (4d10 + 5) Bludgeoning damage
Spike. Melee Weapon Attack + 10, 5 ft reach. 14 (4d6) Piercing damage + 10 (3d6) acid damage. If target is grappled - this attack automaticly hit. Target must succeed DC 15 CON saving throw or it will be infected with random poison.
Acid spray (Recharge 5-6). The monstrosity shoots acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 6d6 + 6 acid damage on a failed save, or half as much damage on a successful one.
Enter the description for how bonus actions work for your monster here.
Keeping it together. When reaction attack would be triggered Cormac can perform 1 attack with each tentacle (up to 4) instead.
Legendary - Move. The monstrosity moves up to its speed without provoking opportunity attacks.
Legendary - Tentacle attack. Monstrosity make tentacle attack
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
Cormac was once captain of ship sailing through Limbo. He made some bad choices but worst was taking quest from "Snake". He was betrayed and after some brutal experiment he became main quardian of thomb in material plane. Now he travel throug corridors looking for any intruders, trying to snap them 1 by 1. Nobody can escape his tentacles.
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