Bite. It uses its massive teeth to bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 1 (1d4 + 3) [bludgeoning] damage.
Tentacle Grab. It uses its tentacles to grab a creature.
Tentacle Grab. Melee Weapon Attack: +2 to hit, reach # ft., 1 target. Hit: 1 (1d4 + 0) [poision] damage. The creature is now grappled until its next turn.
As a reaction it can squeeze down into a crack and its armor class turns into 20. For the next 12 hours he will be hiding and following the party.
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
It lairs inside the mud.
It eats poisonous plants.
its back legs are replaced with tentacles.
The fey wild conduits through him and If he spends to long in one place it becomes swampy.
If someone touches him they need to make a 1d4 poison saving throw.
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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