shadow walker. if Aoda is in dim light or darkness he can move freely trough the shadows. if Aoda is attacked while in dim light or darkness Aoda can evade this attack if the creature makes a DEX save throw of 10 or lower.
blindvision. 120ft
darkvision. 120ft
amphibious. aoda can breath air and water.
multiattack . make 3 bite attacks.
bite . Melee Attack: +10 to hit, reach 15 ft., 1 target. Hit (2d10 + 5) piercing damage. 2d6 poison dmg - target must make a CON saving throw of 13 if failed target gets swallowed and taken 2d6 acid dmg every turn.
spit . Ranged Attack: +10 to hit, range 90 ft., goes in a splash targeting 15 ft round. Hit: (3d6 + #) acid damage. targets must make a CON save throw of 12. on a failed throw the targets are binded and take 2d6 acid dmg per that creaturs turn.
constrict. aoda wraps its body around 1 creature and binds it. the target takes 1D8 + 3 bludgeoning dmg and loses its turn. target can escape if aoda get 25 dmg with 1 hit.
mirage. aoda adds 1D4 of AC to an attack that would hit him.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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.
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