Medium Monstrosity (Any Race), Typically Neutral Evil
Armor Class 18 Natural armor
Hit Points 116 (2d20 + 96)
Speed 60 ft., Fly 90 ft., Burrow 40 ft., Climb 40 ft., Swim 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
16 (+3)
INT
9 (-1)
WIS
15 (+2)
CHA
8 (-1)
Saving Throws STR +10, DEX +8, CON +8, WIS +7
Skills Perception +11, Stealth +7
Damage Immunities Fire, Lightning
Senses Blindsight 60ft, Darkvision 60ft, Tremorsense 60ft, Passive Perception 16
Languages Celestial understands it but can't speak it, Common understands it but can't speak it, Deep Speech, Draconic, Elvish understands it but can't speak it, Hook Horror, Infernal understands it but can't speak it, Sylvan understands it but can't speak it, Telepathy 120ft., Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Petrifying Gaze. If a creature starts its turn within 30 feet of the CHAHP-BEBAB and the two of them can see each other, the CHAHP-BEBAB can force the creature to make a DC 12 Constitution saving throw if the CHAHP-BEBAB isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the CHAHP-BEBAB until the start of its next turn, when it can avert its eyes again. If it looks at the CHAHP-BEBAB in the meantime, it must immediately make the save.

 

Spider Climb. The CHAHP-BEBAB can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Web Sense. While in contact with a web, the CHAHP-BEBAB knows the exact location of any other creature in contact with the same web,


Web Walker. The CHAHP-BEBAB ignores movement restrictions
caused by webbing.

Echolocation. The CHAHP-BEBAB can't use its blindsight
while deafened.


Keen Hearing. The CHAHP-BEBAB has advantage on Wisdom (Perception) checks that rely on hearing.

Amphibious. The CHAHP-BEBAB can breathe air and water.


Mucous Cloud. While underwater, the   CHAHP-BEBAB is surrounded by transformative mucus. A creature that touches the CHAHP-BEBAB or that hits it with a melee attack while within 5 feet of it must
make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.


Probing Telepathy. If a creature communicates telepathically with the CHAHP-BEBAB, the CHAHP-BEBAB learns the creature's greatest desires if the CHAHP-BEBAB can see the creature.

Actions

Multi attack. Use 3 actions ( Action you use can not have a recharge).

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage. must make a DC 9 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target Hit: 7 (2d4 + 2) slashing damage. plus 4 (1d8) poison damage.The target must succeed on a DC 11 Constitution Saving throw or be poisoned for 1 minute.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit; 9 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the CHAHP-BEBAB can bite only the grappled creature and has advantage on attack rolls to do so.

Lightning Breath. (Recharge 5-6). The CHAHP-BEBAB exhales a line of lightning that is 20 feet long and S feet wide, Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Moan. Each creature within 60 feet of the CHAHP-BEBAB that can hear its moan (not including itself) that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the CHAHP-BEBAB's next turn, If a creature's saving throw is successful, the creature is immune to the CHAHP-BEBAB's moan for the next 24 hours.

Phantasms. (Recharges after a Short or Long Rest), The CHAHP-BEBAB magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the CHAHP-BEBAB is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the CHAHP-BEBAB or one of the duplicates. A creature is unaffected by this  magical effect if it can't see or if it relies on senses other than sight. A duplicate has the CHAHP-BEBAB's AC and uses its saving throws, If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. 

Acid Spray. (Recharge 6). The CHAHP-BEBAB spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Web. (Recharge 5-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. This webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage

Fire Breath. (Recharge 5-6). The CHAHP-BEBAB exhales fire in a 15-foot cone, Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or hall as much  damage  an a successful one

Deadly Leap. If the CHAHP-BEBAB jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice, If no unoccupied space is within range, the creature instead fallearone in the CHAHP-BEBAB's Space.

Reactions

Ready An Action

To ready an action, you set a trigger anticipating what you think might happen and then tell the DM your intention.If the trigger occurs, you can immediately take your action even if it interrupts someone or something else.

Description

CHAHP-BEBAB is an amalgamation of 10 monsters. Consisting of a CLOAKER, HOOK HORROR, ANKHEG, HELL HOUND, PEGASUS, BEHIR, ETTERCAP, BASILISK, ABOLETH, BULETTE. CHAHP-BEBAB is a muscular humanoid with BASILISK eyes, Green PEGASUS wings and an ABOLETH’s fin tentacle as a tail. It has the hands of a BEHIR. It’s skin has the coloration of HELL HOUND skin, But it’s has tough as BEHIR’s skin. It also has the hardness of BULETTE  “skin”. The CHAHP-BEBAB takes it’s teeth from a CLOAKER. The claws of ETTERCAP and CHAHP-BEBAB also has the ears and feet of a HOOK HORROR. When CHAHP-BEBAB opens it’s mouth the cheeks stretch back revealing it’s fall line of teeth.

Well it’s typically neutral evil If hit with celestial magic must roll a d100 if is 0 The PEGASUS’s alignment and personality  will shine through and its alignment  will become chaotic good if not nothing happens. If hit with Demonic magic must roll a d100 if it’s 0 The HELL HOUND’s alignment and personality will pear through and its alignment will become lawful evil if not zero nothing happens.

How to say CHAHP-BEBAB: chop bea-bob

 

Lair and Lair Actions

A cave in a mountain side untouched by civilization. 

Lair Actions

On initiative count 5 (losing initiative ties), the              CHAHP-BEBAB takes a lair action to cause a avalanche the CHAHP-BEBAB can’t use the same effect with 5 rounds of each other:

  • avalanche. roll STR or DEX 16 or higher. If fail take (2d8+10) bludgeoning damage and become restrained (roll STR 17 or higher to get unrestrained)

 

Habitat: ForestHillMountain

_Mack50_

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes