Medium Undead, Neutral Evil
Armor Class 15 Natural Armor
Hit Points 145 (17d8 + 68)
Speed 40 ft., Walk 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
15 (+2)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws DEX +8, WIS +8, CHA +7
Skills Deception +7, Nature +8, Perception +8
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 Ft, Passive Perception 18
Languages Common, Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Rotting Nature: Whenever The Shaman casts a spell that deals damage, She may change the Damage type to Necrotic, In addition. Healing spells that the Shaman Casts Can only Heal Undead Creatures.

Spellcasting. The Canonia Druid is a 9-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 16, +8 to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): Primal Savagery, Acid Splash, Poison Spray
1st level (4 slots): Guiding Bolt, Ice Knife, Cure Wounds 
2nd Level (3 slots) Spike Growth, Hold Person, Acid Arrow
3rd level (3 slots): Mass Healing Word, Life Transference, Dispel Magic
4th level (3 slots) Vitriolic Sphere, Sickening Radiance
5th level (1 slot) Enervation

Actions

Dark Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., One target. Hit: 16 (4d6 + 2) Necrotic damage. And The Druid Regains Hit points Equal to Half the Damage Dealt

 

Bonus Actions

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

Legendary Actions

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

Cantrip (Costs 1 Action) The shaman Casts a Cantrip
Dark Claw (Costs 2 Actions).
 The Shaman Makes a Claw attack
Cast a Spell (Costs 1-3 Actions)
Shadow Step (Costs 3 Actions) The Shaman Moves Up to her Movement Speed without provoking Opportunity Attacks, During this Movement, She may pass through Creatures. Any Creature that the Shaman Passes through must Make a DC 15 CON save. Taking 3d10 Necrotic Damage On a failure. If a Creature fails by 5 or more, Its Shadow Animates, and Becomes a Creature. 

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.

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.

ThunderSoul