Large Undead, Neutral Evil
Armor Class 15
Hit Points 78 (12d8)
Speed 20 ft., Swim 60 ft.
STR
30 (+10)
DEX
1 (-5)
CON
1 (-5)
INT
8 (-1)
WIS
11 (+0)
CHA
15 (+2)
Damage Resistances All damage but Force, Radiant, and Psychic
Senses Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Undead Traits. Undead are immune to death effects, Disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, Poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, Energy Drain, or nonlethal Damage. Undead are immune to Damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive Damage.

Spell-Like Ability. Once per day can cast Hold Monster.

Elemental Turning Vulnerability. A character who can turn undead and also turn water creatures gets a +2 bonus on turning checks against a desiccator. A character who can rebuke undead and also rebuke water creatures gains a +2 bonus on turning checks to rebuke a desiccator.

Fatiguing Touch. The slam of a desiccator makes living creatures exhausted level 5 (Fortitude DC 20 negates). (Creatures of the water subtype take a -4 penalty on this save). If the victim fails the save, the desiccator gains 5 temporary hit points, which last for up to 1 hour. An exhausted creature cannot become exhausted because of this touch.

Desiccating Breath. 15-foot cone of desiccating air every 1d4 rounds, damage 1 Con, Fortitude DC 20 negates. (Creatures of the water subtype take a -4 penalty on this save).

Actions

Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (2d6 + 15) bludgeoning damage.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

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

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.

Melissa_Mynx

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