Huge Aberration, Chaotic Good
Armor Class 17 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 40 ft., Burrow 20 ft., Fly 80 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws DEX +3, CON +6, WIS +3, CHA +5
Skills Perception +6, Stealth +3
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Prone, Stunned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Actions

Multiattack. The sky terror makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Breath Weapons (Recharge 5–6). The sky terror uses one of the following breath weapons.

Necrotic Breath. The sky terror exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath. The sky terror exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Previous Versions

Name Date Modified Views Adds Version Actions
9/15/2021 1:43:26 AM
3
0
--
Coming Soon
Maziam

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