Huge Aberration, Unaligned
Armor Class 16 Natural
Hit Points 36 (6d6)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws CON +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Grappled, Petrified
Senses Passive Perception 10
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Special Trait Name. 

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Action Name. Claw Swipe. Quill Tongue.

Action Melee Attack. Melee Weapon Attack: +3 to hit, reach 10 ft., 1target. Hit: 7 (2d6 + 2) [Slashing] damage. 

Action Ranged Attack. Ranged Weapon Attack: +2 to hit, range 15/30ft., 1target. Hit: # (2d6 + 1) [piercing] damage.

Bonus Actions

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

Reactions

Ink Spit. Cas-Eye-Ust attempts to spit ink into targets face blinding them. Target must make a dexterity save or be blinded for one round. Dexterity save is 14. 

Legendary Actions

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

Old Ones Greeting (Costs 1 Actions). Cas-Eye-Ust let loose and Eldritch Scream, all creatures within 60ft must make a wisdom saving throw of 14. On fail targets take 2d8 physic damage and are frightened. On Success targets take half damage and are not frightned.

 

 

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.

Description

Enter a general description for your monster here.

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: aberration

Habitat: Urban

RazielSilverBrand