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 restrictionscaused 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.
CHAHP-BEBOB’s Amalgamated Mind. 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 and will adopt the personality of Pegasus. if not 0 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 and will take the personality of a HELL HOUND. If not 0 nothing happens.
Multi attack. Use 3 of 6. Tail, Claw, Bite, Moan, Deadly Leap, or Petrification Ray.
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.The CHAHP-BEBAB can release the grappled anytime it wishes.
Lightning Breath. (Recharge 6). The CHAHP-BEBAB exhales a line of lightning that is 20 feet long and 5 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 25 (3d6+15) acid damage on a failed save, or half as much damage on a successful one.
Web. (Recharge 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 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 25 (6d6+4) 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.
Petrifying Ray.120 feet long and 5 feet wide. Roll DC 16 dexterity saving through if succeed nothing happens. If fail roll DC 16 Constitution saving throw. If failed the save, the creature magically begins to turn to stone and is restrained. 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.
Attack of Opportunity. To make the opportunity attack, use reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.
Description
How to say CHAHP-BEBAB: chop bea bob or chop bae bob
CHAHP-BEBAB is an amalgamation of 10 monsters. Being CLOAKER, HOOK HORROR, ANKHEG, HELL HOUND, PEGASUS, BEHIR, ETTERCAP, BASILISK, ABOLETH, BULETTE. CHAHP-BEBAB is a muscular humanoid standing at 7 feet with BASILISK eyes, green PEGASUS wings, and an ABOLETH’s fin tentacle as a tail. It has the hands of a BEHIR. Its skin has the coloration of HELL HOUND skin, but it has the toughness of BEHIR’s skin. It also has the hardness of a BULETTE’s "skin". The CHAHP-BEBAB takes its teeth from a CLOAKER. It has the claws of an ETTERCAP. CHAHP-BEBAB also has the ears and feet of a HOOK HORROR (ears are not visible). When CHAHP-BEBAB opens its mouth, the cheeks stretch back, revealing its full line of teeth. which allows it to stretch its jaw wider.
Lair and Lair Actions
Lair description:
A cave on a mountain side called Seale. Untouched by civilization with maze like tunnels (15 ft by 15 ft) made by CHAHP-BEBAB. That leads into the main area where it will normally reside. Not all of the tunnels lead there. Some lead to lakes that go into deep water caves that might lead to the ocean (the main area has a lake). The main area is 50 ft tall and 150 ft by 140 ft square. The side areas, each with their own smaller lake, are 25–30 ft tall and 40 ft by 50 ft square.
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 for 5 rounds. Have to be within 5 feet of a wall, ground, or ceiling.Avalanche. roll STR or DEX 16 or higher. If fail take 33 (2d8+25) bludgeoning damage and become restrained (roll STR 17 or higher to get unrestrained)
- The CHAHP-BEBAB takes a lair action to go inside the lake hide(0-2 turns) there and then come out any side of lake. Must be with 5ft of the lake(no cool down).
Lair hazards: There are these spike shape rocks that point up from the ground that are covered in electrically charge plants that from time to time release an electrically charged gas. If a creature is within 5 feet of one and it release gas, creature must make a DC 12 Dexterity saving throw if fail take 10(1d10+5) Lightning damage. Is succeed creature doesn’t take damage and moves 5 ft away.
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Posted Jul 27, 2022Sorry for the spelling Errors. I hope you still understand what it’s saying.