Mythrint Calling: Makes a 5 by 10 cone of (roll, if 5 and under, ice, 6-8, lightning, and 9+, fire)
The Schlimtwyrm is a 10-level spellcaster. Its spellcasting ability is 25 spell save 10,+2 to hit with spell attacks. The Shlimtwyrm has the following mind flayer spells prepared:
Cantrips: Shocking grasp, Dancing lights
1st level (4 slots): detect magic, disguise self, shield, sleep
Hidden Horror: stuns any enemy that is within 10 feet and is below 50% health
Melee: Instinctive glare: attack +3 to hit, reach 3 ft., 1 target. Hit: 10 (2d4+2)
Melee: Jaws of Death: attack +10 to hit, reach 30 ft., 1 target. Hit: 30 (5d7+6)
Ranged: Blurring speed: attack +18 to hit, range infinite, 1 target. Hit 50 (10d6+11)
Ranged: Piercing tail: attack + 8 to hit, range 100/1 ft., 2 targets. Hit 15 (2d4+9)
This monster has one bonus attack: Big bang: Lets it choose to either kill itself and do 50hp of damage to 3 people or go down 10hp and damage 20hp to 1 person. Can only be done if it's under 20% health.
Armoured reflex: Shlimtwyrm dodges next attack if Shlimtwyrm misses an attack
Has no legendary action
Has no mythic action
Description
The Schlimtwyrm is a giant worm capable of digging underground and surprising its prey. It has armoured scales and glowing blue eyes. Only one exists at a time, and it is almost impossible to kill with its health being 700hp!
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.
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If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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10/20/2022 1:56:09 PM
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Coming Soon
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