Avoidance. If the dark young is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Forest Camouflage. The dark young has advantage on Dexterity (Stealth) checks made to hide in forest terrain.
Legendary Resistance (3/Day). If the dark young fails a saving throw, it can choose to succeed instead.
Magic Weapons. The dark young’s weapon attacks are magical.
Multiattack. The dark young uses its Otherworldly Miasma. It then makes three melee attacks or uses Cosmic Bolt twice.
Otherworldly Miasma. Each creature of the dark young’s choice within 60 feet of it that isn’t behind full cover must make a DC 21 Wisdom saving throw. On a failed save, a target takes 7 (2d6) psychic damage and has disadvantage on the next attack roll they make within 1 minute. On a success, a target takes half as much damage and doesn’t have disadvantage on its next attack roll.
Tentacle. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit: 19 (3d12) necrotic damage, and the target is pulled up to 15 feet closer to the dark young.
Hoof. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage, and the target is knocked prone.
Bite. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 22 (4d6 + 8) piercing damage.
Cosmic Bolt. Ranged Spell Attack: +13 to hit, range 120ft., one target. Hit: 29 (4d10 + 7) force damage, and the target must succeed on a DC 21 Wisdom saving throw or be affected by the confusion spell until the end of their next turn.
Reaction Name. Enter the description for your action.
The dark young can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dark young regains spent legendary actions at the start of its turn.
Melee Attack. The dark young makes one melee attack.
Move. The dark young moves up to its speed without provoking opportunity attacks.
Cosmic Bolt (Costs 3 Actions). The dark young uses its Cosmic Bolt.
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.
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