Fleas. Each turn if hit within a 5ft range with a melee attack the PC that hit it must make a constitution saving through for a DC 15 if one fails the saving throw, then at the start of each of the PC’s turns, role 1d6 of damage for 3 rounds or until you can find a way to get rid of the fleas.
keen smell. The Be-uman has advantage on wisdom (perception) checks that rely on smell
Multiattack. The Be-uman can attack three times
Rotten strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:20 (2d10) Necrotic damage
Bite. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) perching damage.
Flesh bomb. Ranged Weapon Attack: +7 to hit, range 40/120 ft., 1 target but can cause lingering damage in a 30 foot radius. Hit: 15 (2d10 + 7) Necrotic damage.
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.
Description
History. Once human and once beast, this monstrosity was made by insane scientists when they combined humans with beasts to try an create new life, however it didn’t go to plan and these man-made monsters escaped and started killing anything in their path, depending one the DM’s preference the creature can be a mix of any race and any animal (e.g a human combined with a owl bear), these creatures are the size of the race and have abilities depending on what animal they are combined with.
Animal hybrid. depending on the animal that is the second part of the hybrid you get to choose some of their attacks and reactions to add to this engines arsenal. You can only choose basic wildlife e.g wolves, owl bear domesticated animals, they cannot be combined with legendary monsters unless you role a natural 20 is rolled, and if so only one can be created.
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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