Medium Beast, Chaotic Neutral
Armor Class 17 Natural Armor
Hit Points 147 (14d12 + 56)
Speed 40 ft.
STR
12 (+1)
DEX
17 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
11 (+0)
Saving Throws DEX +7, CON +8, WIS +7
Skills Stealth +10
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 180 ft., Passive Perception 17
Languages Abyssal, Common, Undercommon
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Multiattack. The Caseax makes three attacks: one with its bite and two Claw attacks.

Painful Fear. If a creature is frightened by the Caseax and starts its turn within 60 ft of it, it takes 10 (2d10) psychic damage

Teleport (Recharge 3–6). The Caseax magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the Caseax can make one bite attack.

 

 

Actions

Multiattack. The Caseax makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack:  +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) poison damage.
Claw. Melee Weapon Attack:  +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit:  11 (2d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be poisoned until the Ceseax' next turn and additionally take 12 (3d8) poison damage. If it succeeds the save the target is not poisoned and only takes half the damage.
Aura of Mindpoison. The Caseax gives off an impulse of purple, poisonous energy. Any creature within 30ft of the Caseax must succeed on a DC 17 Wisdom saving throw or be frightened for a minute. A creature can repeat its saving throw at the end of its turn. Once a creature succeeds, it is immune to this effect.
Breath of Mindpoison. (Recharge 5-6) The Caseax releases poisonous energy around a creature within 30 feet of it that it can see. The target must succeed on a DC 17 Constitution saving throw or take 17 (5d6) poison damage and become poisoned (roll on random effects poison table) for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Legendary Actions

Legendary Resistance (3/Day). If the Caseax fails a saving throw, it can choose to succeed instead.

Commanding Poison. The Caseax releases a poison cloud around a creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can’t take a reaction, it takes 5 (1d10) psychic damage.

Tail. The Caseax makes one Tail attack.

Breath of Mindpoison. (Recharge 5-6) The Caseax releases poisonous energy around a creature within 30 feet of it that it can see. The target must succeed on a DC 17 Constitution saving throw or take 17 (5d6) poison damage and become poisoned (roll on random effects poison table) for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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

d100 Effect (lasts 1d10 minutes)
01–10

The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.

11-20 The character is plagued by vivid images of their loved ones being tortured/killed and takes 1d6 psychic damage
21–30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31–40 The character becomes frightened of the first creature they see and must use his or her action and movement each round to flee from the source of the fear.
41–50 The character begins babbling and is incapable of normal speech or spellcasting.
51–60 The character is overcome by the uncontrollable urge to punch the nearest creature in the face and must use his or her action each round to make an unarmed strike at the nearest creature upon going mad in this way..
61–70 The character experiences vivid hallucinations and has disadvantage on ability checks and their speed drops to 0.
71–75 The character does whatever anyone tells him or her to do that isn’t obviously self-destructive.
76–80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal and drops Prone.
81–90 The character is stunned.
91–100 The character falls unconscious.
   

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.

Habitat: Underdark

NiennaOronar

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