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.
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.
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.
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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