Large Elemental, Any Evil Alignment
Armor Class 14 Natural Armor
Hit Points 24 (8d6)
Speed 35 ft.
STR
13 (+1)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
8 (-1)
Damage Vulnerabilities Radiant
Damage Resistances Necrotic, Damage from Spells
Senses Passive Perception 2
Languages Common Very low level grammar and understanding, imagine how a cave man might speak/understand Can only speak low level common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Split. If the Concentrated spirfin takes more than 5 points of damage in one hit, a corrupt spirfin will come out of it, more than 10 damage, two corrupt spirfins will come out, more than 15, 3. But, if the concentrated spirfin takes more than 20 damage from one hit, it will expolde into 6 corrupt spirfin, and all creatures in a 10 ft. radius take 1d4 necrotic damage from the undoing of the spell holding the spirfins together

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name]Consum

Actions

Consume. As an action, the concentrated Spirfin can absorb a Spirfin of any variety other than corrupt, and add its hp to its own

Unarmed Strike. The Concentrated Spirfin attacks with its arm, melee or ranged depending on its form, doing 1d4 + the damage of the item the arm is shaped to

Action Ranged Attack. Same as the unarmed strike, but with a range of 20 ft if its limb is shaped as a ranged or thrown weapon

Bonus Actions

Mold Limb. The Concentrated Spirfin molds and hardens his hand into a weapon he can see, that limb adopts all of the weapons properties, including the ammunition

Reactions

Form Sheild. As a reaction the Concentrated Spirfin can choose to form its arm into a hardened sheild to half the damage of 1 incoming attack

Shaping Dodge. As a second reaction the Concentrated Spirfin can shape his body to try and evade an enemies attack, raising its AC by 1d6 + 2

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

The Concentrated Spirfin looks as though it is many Spirfins shoved together with the use of a spell, the lines of the humanoid figure are much more defined than a spirfin, and it is made of much thicker, darker mist. It s much smarter that smaller Spirfins and has much more control over the form and solidness of its body, but is much slower and therefor easier to hit than singular, lighter, spirfins.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
6/30/2022 5:23:19 PM
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Coming Soon
Reading_Dragon

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