Medium Monstrosity
Armor Class 15
Hit Points 15 (3d6 + 1)
Speed 40 ft., Climb 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
4 (-3)
WIS
4 (-3)
CHA
2 (-4)
Saving Throws STR +5, CON +4
Condition Immunities Grappled, Prone, Restrained
Senses Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

Multiattack. The arms can make two attacks with its arms.

Pommel. Melee Weapon Attack: +5 to hit, reach 15 ft., single target. Hit: 10 (1d10 + 4) [magical bludgeoning] damage. 

Reactions

Long arms. Whenever a creature moves within or leaving its reach it can use a reaction to trip the target. They need to make a strength saving throw DC 15 or be knocked prone.

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

Long abnormal arms with a seemingly shrivelled body. Its neck seems to have shrunk into its torso leaving it in a permanent hunch to see.

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.

Wingram