Medium Or Small Humanoid (Any Race), Unaligned
Armor Class 13 Dodging
Hit Points 30 (5d8 + 10)
Speed 20 ft.
STR
17 (+3)
DEX
18 (+4)
CON
20 (+5)
INT
6 (-2)
WIS
3 (-4)
CHA
7 (-2)
Saving Throws STR +6
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Passive Perception 3
Languages Barely sentient. Not capable of speech.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Mindless. Immune to Psychic damage, Charmed, and Frightened.

 

Actions

Strike. +1 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 2) bludgeoning damage. 

Pained Screech. (Uses at half health) +5 to hit, range 100 ft., Any # targets. Hit: 14 (4d6 + 2) psychic damage.

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 normal creature, twisted and deformed by the Dark Waters. They can be one of many forms, but the most common is listed here.

Sometimes you may encounter a stronger version, where health and damage are multplied by 1.5.

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.

Hi0408

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