Large Monstrosity, Chaotic Evil
Armor Class 15 Natural
Hit Points 153 (18d10 + 54)
Speed 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
7 (-2)
WIS
10 (+0)
CHA
16 (+3)
Damage Vulnerabilities Fire
Damage Resistances Necrotic
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision, Passive Perception 10
Languages Any one language (usually common)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Mimicry. The Wenditaur Can mimic any sound it has heard including voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (insight) check.

Trampling Charge- If the Wenditaur moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If target is knocked prone the Wenditaur can make another attack with its hooves as a bonus action

Undead Fortitude- If damage reduces the Wenditaur to 0 hp it must make a constitution saving throw with a DC of 5 + the damage taken unless the damage is radiant , fire or a critical hit. On a success the Wenditaur drops to 1 hp instead

Unnatural Experiment- The Wenditaur can magically elongate its spinal cord giving it a reach of 15 feet while attacking with it bite or claws. At any time the Wenditaur can use a bonus action to completely detach its torso allowing the torso and Legs to attack separately. The Torso receives disadvantage on attacks. If the Weditaur is hit with a critical hit the torso is automatically separated. and must use 2 turns to reattach the split torso. 

Actions

Multiattack . The Wenditaur makes one Bite attack one claw attack and one hooves attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 15 (2d10 + 4) [Piercing] damage. plus 9 (2d8) [necrotic] damage if target fails a con save of DC 16.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) [Slashing] damage. 

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) [Bludgeoning] damage. 

Frightful Presence- Each creature of Wendtaur's choice within 120 ft must make a DC 15 Wisdom saving throw on a fail target becomes frightened for 1 min. Saving throw can be repeated at the end of each of its turns. On a success creature if immune to Wenditaur's frightful presence for 24 hours.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

Monster Tags: monstrosity

Krugerjacob7

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