Magic Resistance. This being has advantage against spells and other magical effects.
Aura of Madness. Every creature within 10 feet of the monster must succeed on a DC 15 Wisdom saving throw, or succumb to the mind-numbing hunger the creature projects.
Flesh Consumption. When this beast consumes the flesh of a humanoid, it permanently gains 1d10 + 5 HP.
Multi-attack. The creature makes either three claw attacks, two claw and one tentacle attack, or one mind blast.
Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
Mind Blast (Recharge 5–6). The creature magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enter the description for how bonus actions work for your monster here.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
No one knows what the People of Before looked like, though there have been many speculations. Few could have ever imagined this, however; a massive, rotting figure with a face that peels back, revealing a maw of teeth wreathed by wild tentacles. It's belly is bloated and its joints swollen, looking almost emaciated. But the worst are its eyes, rotting through but still holding a voracious hunger.
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.