Huge unknown, Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 350 (20d12 + 50)
Speed 50 ft., The mist is unaffected by any difficult terrain. , Fly 60 ft.
STR
20 (+5)
DEX
15 (+2)
CON
30 (+10)
INT
30 (+10)
WIS
20 (+5)
CHA
1 (-5)
Saving Throws STR +11, DEX +8, CON +16, INT +16, WIS +11
Skills Perception +30
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft, Darkvision 120 ft, Passive Perception 30
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

 

 

Actions

Action Melee Attack. Sword: +5 to hit, range 5 ft., 1 target. Hit: 5 (4d6+4) [Slashing] damage.

Action Ranged Attack. Sword Throw: +10 to hit, range 60/200 ft., 8 target. Hit: 10 (8d10 + 10) [Slashing, piercing] damage.

Bonus Actions

Relocate. The mist can relocate up to 30 ft away.

Reactions

Counter Thrust. If the player attempts to attack the mist with a non-magical weapon, the mist can react with a Counter Thrust. The Reaction hits automatically no matter the players AC. The attack hits with a Critical that is the same as a glaive attack. (1d10+5+Critical Damage)

Legendary Actions

This monster can make a Legendary Action 2/Day.

Rain of Steel (1 Turn).  The mist grows and rises into the air to cover a 80 ft square of land. The mist can then make and attack that uses all of its actions to create a Rain of Steel on the party. This attack does 4d12/player in the 80 ft square. Players in the square must make a 20 DEX Saving Throw to attempt to dodge some of the swords. On a failed save, the player takes full damage and is knocked prone. (Player can take cover under any hanging object like a building or roof)

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

Advantage on Perception Checks. Immune to all non-magical attacks. Cannot be grappled. Cannot be Sneak Attacked.

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.

Monster Tags: Misc CreaturemonstrosityInevitable

Habitat: DesertGrasslandSwampUrban

Clyde29

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