Large Fiend, Chaotic Evil
Armor Class 16
Hit Points 117 (8d6 + 69)
Speed 30 ft., Swim 30 ft., Fly 15 ft.
STR
16 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
11 (+0)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws STR +8, DEX +6, CON +7, INT +5, WIS +7, CHA +5
Skills Insight +5, Perception +8
Damage Resistances Cold, Fire, Lightning
Damage Immunities Bludgeoning, Piercing, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 80, Passive Perception 19
Languages All, Telepathy 80
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Action Name. Peck

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

Action name. tentacle

Action Melee Attack. +17 to hit, reach 10 ft, one target. Hit: 35 (4d12 + 9) bludgeoning damage.

If the target is a creature it must succed on a DC 23 constitution saving throw or its hit point max is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. the target dies if its hit points max is reduced to 0.

Action name. multiattack

Action Melee Attack. . the chickogorgon makes two tentacle or peck attacks.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Gaze (Costs 1 Actions) 

Gaze.

Chickogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can’t see Chickogorgon until the start of his next turn. If the target looks at him in the meantime, it must Immediately make the save.
If the target fails the save, the target suffers one of the following effects of Chickogorgon’s choice or at random:


1. Beguiling Gaze.

The target is stunned until the start of Chickogorgon’s next turn or until Chickogorgon is no longer within line of sight.


2. Hypnotic Gaze.

The target is charmed by Chickogorgon until the start of Chickogorgon’s next turn. Chickogorgon  chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Chickogorgon to focus both heads on the target, he can’t use his Maddening Gaze legendary action until the start of his next turn.


3. Insanity Gaze.

The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Chickogorgon ’s next turn. Chickogorgon  doesn’t need to concentrate on the spell.

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

Enter a general description for your monster here.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
9/12/2022 4:45:24 PM
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Coming Soon

Monster Tags: Demon

thehackedlie

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