Explosive Mucus. The puddles of explosive mucus that the chramine leaves around are very slimy, making it that whenever a Medium or smaller creature walks into the mucus it must succeed on a DC 14 Strength saving throw or have 1d4 globs of icky mucus attached to it (1d6 blobs if Medium sized) that reduce its speed by 5 feet. After 1 minute, the blobs explode and the target must make a DC 15 Constitution saving throw or take 1d6 + how many mucus blobs are attached to the creature fire damage on a failed save, or half as much on a success. 3 minutes after being placed, a mucus puddle will explode, forcing all creatures within 5 feet of the puddle to make a DC 15 Constitution saving throw, taking 9 (2d4+2) fire damage and be knocked back 10 feet from their current location on a failed save, or half as much damage and not be knocked back at all on a success.
Innate Spellcasting. The chramine can innately cast earth tremor (2/day) and erupting earth (1/month), requiring no material components. Its innate spellcasting ability is Strength.
Multiattack. The chramine makes three melee attacks.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (1d10+3) bludgeoning damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 7 (1d8+3) piercing damage and 3 (1d6) fire damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (1d10+3) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 9 (2d4+3) bludgeoning damage and if the target is Medium or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Wing Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 12 (2d6+3) bludgeoning damage and .
Mucus Spit. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
Wing Burst (Recharge 4-6). The chramine beats its wings. Each creature within 10 feet of the chramine must succeed on a DC 15 Dexterity saving throw or take 10 (2d6) bludgeoning damage and be knocked prone. Also, all mucus puddles within 10 feet of the chramine are pushed 10 feet. If the puddles bump into any creatures along the way, their explosion countdown goes down by 1 minute and the creature(s) that got hit by the mucus puddles have to make the blob-attachment saving throw with disadvantage, or advantage on a successful save. The chramine can then fly up to half its flying speed.
Explosive Screech (Recharge 5-6). The chramine unleashes a devastating shriek. All creatures within 40 feet of the charmine that can hear it must make a DC 15 Constitution saving throw, taking 10 (2d6) thunder damage on a fail or half as much on a success. All mucus blobs within 40 feet of the chramine immediately explode, along with the ones attached to creatures (see Explosive Mucus trait).
Beakplosion Smash (Recharge after Long Rest). The chramine leaps a few feet into the air before smashing its beak down with tremendous force while belching out extra-explosive mucus. The mucus bursts into 3 randomly placed globs that have a countdown of 2 minutes instead of 3. All creatures 15 feet away from the chramine must make a DC 15 Constitution saving throw (DC 16 Dexterity saving throw if within 25 feet of the chramine) or take 18 (5d4) bludgeoning damage and 12 (2d6+3) fire or acid damage (chramine's choice) and have 1d4 mucus blobs splattered onto their bodies. On a success, the target(s) take half as much damage and do not have any mucus splattered onto them.
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