Multiattack. It can make up to three attacks with Pseudopod
Pseudopod. Melee Weapon Attack: +6 to hit, reach 25 ft., 1 target. Hit: 10 (3d6) [Acid] damage.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
The Beast of decay, Caries can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Beast of decay, Caries regains spent legendary actions at the start of its turn.
Will of the decay (Costs 1 Actions). The sheer aura of this beast can cause even magic itself to frizzle out of existence, Magical attack (spells, items, anything considered magical when attacking) with be disrupted and the effects will end.
Absorb and expand (Costs 1 Actions). Due to its corrosive nature, it can absorb one nearby object and gain +3 AC bonus for 1 minute, only one object can be absorb at a time
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
A large oozing creature made of black goop, it is said to be incarnation of doubt and guilt.
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.
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