Adept Chameleon. Chameleon Terror Moths rapidly change their appearance to match their surroundings. When still, a DC 15 Perception check is required to identify the Moth. When tracking a moth in combat, a DC 10 Perception check is required to accurately assess its landing point. A failed save causes your attacks against it to have disadvantage until it moves away or you spend an action focusing on it.
Adaptive. Chameleon Terror Moths are able to alter themselves in a number of ways to improve their attacks. Their principal weapon is a trio of blade-like protrusions along its abdomen that it can stiffen and push out at will. Their usual damage type is slashing, but they have a sensory component as well. Once they deal damage to a creature they will adapt to deal bludgeoning, piercing or poison if either will be more effective.
Go Deeper. An injured Terror Moth may use its action to fully absorb the nature of its surroundings to gain protection. This will grant it the physical traits of its perch as well as appearance. Generally this action grants resistance to all non-magical damage (as a construct), but the moth will share any relevant weaknesses as well. For instance, if it blends with a pile of kindling, it will be vulnerable to fire damage. While blended in this way, it will regain 1 HP per turn, gaining up to 5 temporary hit points beyond its maximum. The Moth must use its action and its movement to leave this state.
Flying Swipe. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 3) slashing damage. Damage type may change with the adaptive trait.
Cunning Action. The Moth may disengage, hide or dash as a bonus action. (It does not need to use this ability to blend into its environment.)
Desperate Blend. A severely injured Moth may land on a creature to recover, rather than a surface. When this happens, the creature must make a DC 13 constitution saving throw. On a failed save it suffers 3 (1d4+1) necrotic damage and the Moth regains that amount. On a success the amount is halved. It the creature is wearing armor or is a construct, Moth will also gain relevant damage resistance as Go Deeper. Once adhered in this way the Moth may initiate this save as its action on each of its turns. A Moth can be persuaded to leave the creature by dealing damage to it. Any attack that deals damage equal to half of its normal max HP will cause it to leave on its turn. Otherwise it will remain until killed or it leaves of its own accord. The afflicted creature always attacks this moth at disadvantage but runs no risk of hurting itself. Another creature may attack without disadvantage, provided neither creature moves more than 5 feet on its turn but will deal half damage to the creature if it rolls a miss of 5 or more.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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Description
It's always what you can't see that's the scariest. Chameleon Terror Moths have a wing span of about 2 feet, but can occupy remarkably less space when concealed in the environment. They tend to hunt in groups and seem to delight in disorienting and torturing their prey. They do not shy from taking down very large game as their ability to flit across the field of battle is tremendous. All of their attacking is done as a flyby, rarely landing within easy reach of their quarry.
Lair and Lair Actions
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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