Multiattack. The creature can take two claw attacks.
Claw Attack. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Regeneration. Should the creature take more than 50 during a player's turn it can use it's reaction to heal 5d10 damage, unless the damage comes from a source of cold damage in which case it is ony 3d10.
The creature has one legendary action per turn.
Moisture Drain (Costs 1 Action). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) necrotic damage.
Description
Standing alone in the center of the final chamber of its lair the creature stand motionless. In the shape of a humanoid, standing about 7 feet tall, with long arms and clawed fingers reaching almost to its knees. The body itself has long dried out and the gender for the naked creature can not long be determined due to the tightly stretched skin. The bones below the thin skin can be easily seen and the claw look more like a strange mutation of bones coming out of the finger tips. The head of the creature is held at odd angles which helps to hide the sunken features on the bald head. Wear the eyes should be are empty sockets with two small burning embers floating in the space. The nose is collapsed and sunken in and teeth are missing from the lipless mouth. The creaure's movements seem slow but it can move at fast jittery and jagged movements. When using the Moisture Drain legendary action the creature places its hand on the body of a target and it begins to drain all of the moisture from their body, resulting in dry skin, sore muscles, and thirst.
Lair and Lair Actions
A small temple on the surface of a vast desert hides a large inverted pyramid dungeon below, at the bottom of which hides the final chamber. Made of sandstone and holding many dangers this ancient temple holds an ancient evil that is being used to defend powerful magic.
Lair Actions
On initiative count 20 (losing initiative ties), the ancient evil can take a lair action to cause one of the following effects; the creature can’t use the same effect two rounds in a row. To use a lair action the DM rolls 1d6, on a 1 the chamber is filled with a soft humming that fills the party with comfort, all other rolls result in the ability to use a lair action:
- Until the next lair action the chamber is filled with a small sandstorm that limits vision to 120ft and gives ranged attacks disadvantage.
- The temperature in the room rises and all players take 2d4 fire damage.
- The moisture is sucked from the room and all players must make a DC 8 consitution saving throw or take a level of exhaustion, to a max of 3 levels.
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