Small Aberration, Any Chaotic Alignment
Armor Class 13 Natural
Hit Points 70 (14d10)
Speed 40 ft., climb 30 ft. They can only climb in Armor Form.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
6 (-2)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws STR +7, DEX +5, CON +6, WIS +1
Condition Immunities Charmed, Poisoned, Prone
Senses Blindsight 120 ft, Passive Perception 9
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Regeneration. The Symbiotie regains 10 hit points at the start of its turn. If the Symbiotie takes fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more a fire damage. 

Symbiosis. The Symbiote takes half the damage the creature it is bonded to takes and the creature takes half the damage the Symbiote takes.

Armor Form. The Symbiote can envelope their creatures form In a slimy goo to protect them as a bonus action. Doing so gives them resistance to all damage and ignores the Symbiosis trait, while Armor Form is active  the creature is on size larger, uses the Symbiote’s strength, dexterity, and constitution unless any of the creatures scores are higher. The Symbiote can only Attack while in Armor Form

Actions

Multiattack. The Symbiotie makes three attacks: two claw attacks and one bite attack.

Razor Claws. Melee Weapon Attack: +5 to hit, reach 10ft., 1 target. Hit:  7 (2d6 ) Slashing damage. 

Crushing bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (2d10) piercing damage.

 

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

This alien Symbiotie crashed to this land a long time ago… it formed a bond with a creature and fed of them, but giving… boons as well. The bonded creature would live a extended life, have their wounds heal rapidly, and all because of the alien Symbiotie slime living within them.

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.

plopped123

Comments

Posts Quoted:
Reply
Clear All Quotes