Large Beast, Any Good Alignment
Armor Class 13 Natural armor
Hit Points 13 (5d4)
Speed 25 ft., Walk 25 ft., Burrow 15 ft.
STR
15 (+2)
DEX
18 (+4)
CON
8 (-1)
INT
6 (-2)
WIS
3 (-4)
CHA
3 (-4)
Saving Throws DEX +6
Condition Immunities Charmed
Senses Darkvision Living in caves slows them to see in the dark up to 120 feet., Passive Perception 11
Languages All They can speak in a series of clicks and snorts. Comprehend languages can be used to understand them., Telepathy
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Lots of legs. Lots of tiny feet allows this creature to climb walls and ceilings with ease.

Pointy teeth. Cat-erpillers can grab chunks out of things from flesh to trees.

Actions

Action Name. Enter the description for your action.

Action Melee Attack. Melee Attack: +7 to hit, reach 5 ft., 1 target. Hit: 1 (2d4 + 2) [piercing] damage. 

Action Ranged Attack. Ranged Attack: +9 to hit, range 60 ft., 1 target. Hit: 1 (2d8 + 4) [bludgeoning] damage. Target is also grappled until slicing damage is dealt.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Sticky spit. Trap a creature in place for 2 turns DC13

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

 Cat-erpillers have 18 legs with 3 clawed toes for hunting and climbing. They stand about 2 feet tall and are around 7 feet long. Their heads have small antenna (around 2 inches) and small mandibles. You will normally find these creatures in caves where they build colony’s in the thousands.

 

Lair and Lair Actions

Cat-erpiller dens are covered in webs and cocoons. Looking around adventures will probably see                Cat-erpillers caring for young and collecting food for the queen

Lair Actions

On initiative count 0 (losing initiative ties), the Cat-erpiller takes a lair action to cause one of the following effects; the Cat-erpiller can’t use the same effect two rounds in a row:

  • Call for help, add 1d6-2 Cat-erpillers into combat directly behind the original in initiative.

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
7/23/2022 3:50:34 PM
2
1
1
Coming Soon
7/23/2022 3:50:55 PM
1
1
1
Coming Soon

Habitat: Forest

SpiffyTheThing

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