Large Beast, Lawful Evil
Armor Class 12 Natural Armor
Hit Points 100 (5d12)
Speed 10 ft., The hulking beast doesn't need to move quickly to be a threat
STR
15 (+2)
DEX
5 (-3)
CON
18 (+4)
INT
10 (+0)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws WIS +8
Skills Perception +0
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision, Passive Perception 20
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Eyes. The many eyes all over Big Birds body prevents it from being surprise attacked, can't perform backstabs.

Stun. When a dazzled player snaps out of it, loses its turn and all resistances and double damage taken.

Actions

Dazzle. A random player is chosen, no matter how far away, as long as Big Bird knows where they are, and is dazzled. Perform a wisdom saving throw of 15 or higher, if failed The player begins to move towards Big Bird, unable to attack or do anything. If the player gets within 2 feet of Big Bird while dazzled, he opens his mouth and bites their head off, killing them instantly. The player can snap out of it if another player hits them.

Lamp. Melee Weapon Attack: +2 to hit, reach 3 ft., 1 target. Hit: 1 (1d4 + 0) [Blunt] damage. 

Bite. Melee Attack: +2 to hit, reach 2 ft., 1 target. Hit: 1 (1d4 + 2) [Blunt] Damage

Ring. RangedWeapon Attack: +1 to hit, range 10/20 ft., 1 target. Hit: 1 (1d12) [psychic] damage.

Legendary Actions

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

Salvation (Costs 1 Actions). When a dazzled enemy comes within 2 feet of Big Bird, instantly act, Opens its mouth and bites their head off, killing them instantly.

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

A large monstrous bird. Its many eyes can see through more than you could imagine. Occasionally, when standing near, you can hear it grinding it's teeth.

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: Forest

JazzMaster69

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