Large Monstrosity, Chaotic Evil
Armor Class 17 Natural Armour
Hit Points 70 (12d10 + 25)
Speed 30 ft., Walk 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
12 (+1)
Skills Intimidation +7
Damage Resistances Cold, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision, Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Mimickery. This creature can replicate any voice  it has heard in the last month. Any creature that hears this voice on a DC 14 insight check they realise that the voice is rather twisted and may not be genuine. 

Unrepented Magic. This creature can attack with its ravenous tendrils as its bonus action but must roll a D6 on a 5 or 6 this creature attacks itself with the tendril.

Actions

Multiattack. This creature can make 2 slam attacks instead of one.

Daunting roar. Any creature that can hear this creature within 10 feet must do a Wisdom saving throw DC 12 on a fail they are frightened of this creature for 1 round.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) [bludgeoning ] damage. 

Ravenous tendrils. Melee Weapon Attack: +3 to hit, range 10 ft., 1 target. Hit: 4 (1d6 + 1) [slashing] damage.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

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.

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.

Habitat: Swamp

Thedeathguard

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