Huge swarm of Large aberrations, Any Alignment
Armor Class 15 Natural armor
Hit Points 90 (90d12)
Speed
STR
14 (+2)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
15 (+2)
CHA
8 (-1)
Saving Throws DEX +7, CON +8
Damage Immunities Acid; Bludgeoning, Piercing, and Slashing from Metal Weapons
Condition Immunities Blinded
Senses Passive Perception 16
Languages Common
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Actions

Roar

Each player within 60 ft must make a con save or take 3d6 thunder damage.

Tail

+5 to hit, 2d8+3 damage.

Reactions

Dodge 

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

A large creature with 10 legs, a spiked tail, a lions head, and the body of a sheep.

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.

Habitat: CoastalDesert

YellowToots

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